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Skyline Lua API
Version 1.0 RC1
Lua Script Reference for Skyline Game Engine.
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#include <LUA_API_FpsSystem.h>
Public Member Functions | |
| void | setHasAmmo (int entity_ID, int state) |
| Set the FPS Systems hasAmmo value. This value is used to notify the system that a weapon has ammo or not. More... | |
| void | playReloadSound (int entity_ID) |
| Play the current weapons reload sound. More... | |
| int | getMaxClips (string wKey) |
| Returns the max clip value for the weapon passed in the arg wKey. More... | |
| int | getMaxAmmo (string wKey) |
| Returns the max Ammo value for the weapon passed in the arg wKey. More... | |
| void | setWeapon (int entityID, string wKey) |
| Set the Game Systems main weapon to the type passed in the arg. More... | |
| String | getWeapon (int entityID) |
| Returns the weapon key of the Game Systems current weapon. More... | |
| void | setKO (int entityID, int state) |
| Sets the player KO status. More... | |
| void | setPosition (int entityID, float x, float y, float z) |
| Sets the player position . More... | |
| void | setPositionString (int entityID, String xyz) |
| Sets the player position . More... | |
| void | damagePlayer (int entityID, float damageAmt) |
| Triggers player damage event in the fps player micro script where the arg damageAmt is passed through . More... | |
| void | setAsPlayer (int entityID, int state) |
| Sets the character as the active player. More... | |
This area covers FPS Action related functions. .
Use as fpsSystem.function()
For more information on how these functions can be used please visit the User Manual - http://www.chi-ad.com/Skyline/SDN/
| void fpsSystem::damagePlayer | ( | int | entityID, |
| float | damageAmt | ||
| ) |
Triggers player damage event in the fps player micro script where the arg damageAmt is passed through .
| entityID | : The EntityID with the attached FPS System action |
| float | : The amount of damage to apply to the player |
Sets the players position including character controller. Used when spawning after KO.
Here is a Small Example of how to use this function:
if(hitID==playerID) then fpsSystem.damagePlayer(objID, 10.0); end
| int fpsSystem::getMaxAmmo | ( | string | wKey | ) |
Returns the max Ammo value for the weapon passed in the arg wKey.
| wKey | : The string weapon key to access the weapon database |
Get the weapons maximum number of rounds the weapon uses, One clip would contain this amount of rounds. The weapon to check
is specified in the arg wKey.
Here is a Small Example of how to use this function:
| int fpsSystem::getMaxClips | ( | string | wKey | ) |
Returns the max clip value for the weapon passed in the arg wKey.
| wKey | : The string weapon key to access the weapon database |
Get the weapons maximum number of clips the player can carry when using this weapon. The weapon to check
is specified in the arg wKey.
Here is a Small Example of how to use this function:
| String fpsSystem::getWeapon | ( | int | entityID | ) |
Returns the weapon key of the Game Systems current weapon.
| entityID | : The EntityID with the attached FPS System action |
Get the weapons maximum number of rounds the weapon uses, One clip would contain this amount of rounds. The weapon to check
is specified in the arg wKey.
Here is a Small Example of how to use this function:
| void fpsSystem::playReloadSound | ( | int | entity_ID | ) |
Play the current weapons reload sound.
| entityID | : The EntityID with the attached FPS System action |
This command informs the FPS Sytem to play the current weapons reload sound. These sounds are set on a per weapon basis
from within the weapon editor.
Here is a Small Example of how to use this function:
function onKeyDown( key )
if(key=="r" or key =="R") then
if(clips>0) then
clips = clips-1;
ammo = ammo + maxAmmo;
cegui.setText("Ammo","Ammo: "..ammo);
fpsSystem.setHasAmmo(obj,1); -- wenow have some more ammo so tell the FPS System that its ok to shoot again.
fpsSystem.playReloadSound(obj); -- informs the FPS System to play the current reload sound.
end
cegui.setText("Clips","Clips: "..clips);
end
end
| void fpsSystem::setAsPlayer | ( | int | entityID, |
| int | state | ||
| ) |
Sets the character as the active player.
| entityID | : The EntityID with the attached FPS System action |
| state | : The int state to set the Fps player system to 0 = false and 1 = true. |
Setting this command to true will enable this objects mnovement and system features. Only one player can be set to true
Here is a Small Example of how to use this function:
fpsSystem.setAsPlayer(obj,1);
| void fpsSystem::setHasAmmo | ( | int | entity_ID, |
| int | state | ||
| ) |
Set the FPS Systems hasAmmo value. This value is used to notify the system that a weapon has ammo or not.
| entityID | : The EntityID with the attached FPS System action |
| state | : The int state to set the hasAmmo value to. 1=true or 0=false for no ammo |
This setting is used to inform the FPS System of the current state of ammo when working from an external lua script/micro script. By setting the FPS Syetm hasAmmo value to either true or false will control how the weapon fires. A value of false(0) will
disable the weapon from firing as it has zero ammo available.
Here is a Small Example of how to use this function:
if(ammo>0) then
ammo = ammo-1;
else
--must have 0 ammo, so tell the system to behave accordingly
fpsSystem.setHasAmmo(objID, 0);
end
| void fpsSystem::setKO | ( | int | entityID, |
| int | state | ||
| ) |
Sets the player KO status.
| entityID | : The EntityID with the attached FPS System action |
| state | : The int state to set the Fps player system to. |
by setting the player status to KO true, no weapons will fire. Set this from your health managing function.
Here is a Small Example of how to use this function:
| void fpsSystem::setPosition | ( | int | entityID, |
| float | x, | ||
| float | y, | ||
| float | z | ||
| ) |
Sets the player position .
| entityID | : The EntityID with the attached FPS System action |
| x | : The x position . |
| y | : The y position . |
| z | : The z position . |
Sets the players position including character controller. Used when re-spawning after KO. NOTE: Must have a player controller action for this to work.
Here is a Small Example of how to use this function:
fpsSystem.setPosition(obj, 10, 20, 12);
| void fpsSystem::setPositionString | ( | int | entityID, |
| String | xyz | ||
| ) |
Sets the player position .
| entityID | : The EntityID with the attached FPS System action |
| String | : The position xyz formated in a string. |
Sets the players position including character controller. Used when re-spawning after KO.
Here is a Small Example of how to use this function:
fpsSystem.setPositionString(obj, "10 20 12");
| void fpsSystem::setWeapon | ( | int | entityID, |
| string | wKey | ||
| ) |
Set the Game Systems main weapon to the type passed in the arg.
| entityID | : The EntityID with the attached FPS System action |
| wKey | : The string weapon key to access the specified weapon database |
Set the Game Systems main weapon to the type passed in the arg. This will over ride any weapon set from the editor.
Here is a Small Example of how to use this function: