Class
Returns a specific class ID
Flag
|
Description
|
Player.kScout
|
Scout Class
|
Player.kSniper
|
Sniper Class
|
Player.kSoldier
|
Soldier Class
|
Player.kDemoman
|
Demoman Class
|
Player.kMedic
|
Medic Class
|
Player.kHwGuy
|
Heavy Weapons Class
|
Player.kPyro
|
Pyro Class
|
Player.kSpy
|
Spy Class
|
Player.kEngineer
|
Engineer Class
|
|
Example
local player = CastToPlayer( touch_entity )
if player:GetClass() == Player.kSniper then
...
end
Team
Returns a specific team's ID
Flag
|
Description
|
Team.kUnassigned
|
The Unassigned team consists of players that have not picked a team)
|
Team.kSpectator
|
Spectators
|
Team.kRed
|
The Red team
|
Team.kBlue
|
The Blue team
|
Team.kYellow
|
The Yellow team
|
Team.kGreen
|
The Green team
|
|
Example
local player = CastToPlayer( touch_entity )
if player:GetTeamId() == Team.kRed then
...
end
Grenade
Returns a specific grenade's ID
Flag
|
Description
|
Grenade.kNormal
|
Frag grenade (All classes except Scout and Civilian)
|
Grenade.kCaltrop
|
Caltrop grenades are no longer in the game
|
Grenade.kNail
|
Nail Grenade (Soldier)
|
Grenade.kMirv
|
Mirv grenade (Demoman)
|
Grenade.kMirvlet
|
The four mini-grenades that come out of the Mirv grenade (Demoman)
|
Grenade.kConc
|
Concussion grenade (Scout and Medic)
|
Grenade.kNapalm
|
Napalm grenade (Pyro)
|
Grenade.kGas
|
Gas grenade (Spy)
|
Grenade.kEmp
|
EMP grenade (Engineer)
|
|
Example
local grenade = CastToGrenade( explode_entity )
if grenade:Type() == Grenade.kNormal then
...
end
Damage
Returns a specific damage type's ID; predominately used to detect fall damage
Flag
|
Description
|
Damage.kGeneric
|
Generic damage
|
Damage.kCrush
|
Crushing damage (as in by an elevator or door)
|
Damage.kBullet
|
Bullet damage
|
Damage.kSlash
|
Unknown
|
Damage.kBurn
|
Burn damage (maybe by pyro, maybe by trigger_hurt)
|
Damage.kVehicle
|
Vehicle damage
|
Damage.kFall
|
Fall damage
|
Damage.kBlast
|
Blast damage
|
Damage.kClub
|
Unknown
|
Damage.kShock
|
Shock damage
|
Damage.kSonic
|
Unknown
|
Damage.kEnergyBeam
|
Unknown
|
Damage.kPreventPhysForce
|
Unknown
|
Damage.kNeverGib
|
Unknown
|
Damage.kAlwaysGib
|
Unknown
|
Damage.kDrown
|
Drowning damage
|
Damage.kTimeBased
|
Unknown
|
Damage.kParalyze
|
Unknown
|
Damage.kNerveGas
|
Unknown
|
Damage.kPoison
|
Unknown
|
Damage.kRadiation
|
Unknown
|
Damage.kDrownRecover
|
Unknown
|
Damage.kAcid
|
Unknown
|
Damage.kSlowBurn
|
Unknown
|
Damage.kRemoveNoRagdoll
|
Unknown
|
Damage.kPhysgun
|
Unknown; likely not applicable
|
Damage.kPlasma
|
Unknown
|
Damage.kAirboat
|
Likely not applicable
|
Damage.kDissolve
|
Can be dealt by a trigger_hurt
|
Damage.kBlastSurface
|
Unknown
|
Damage.kDirect
|
Unknown
|
Damage.kBuckshot
|
Unknown
|
Damage.kGibCorpse
|
Unknown
|
Damage.kShownHud
|
Unknown
|
Damage.kNoPhysForce
|
Unknown
|
|
Example
local damagetype = damageinfo:GetDamageType()
if damagetype == Damage.kFall then
...
end
Ammo
Returns a specific ammo type's ID; predominately used to add or remove ammo from a player
Example
local player = CastToPlayer( player_entity )
player:AddAmmo( Ammo.kNails, 400 )
player:AddAmmo( Ammo.kShells, 400 )
player:AddAmmo( Ammo.kRockets, 400 )
player:AddAmmo( Ammo.kCells, 400 )
player:AddAmmo( Ammo.kDetpack, 1 )
player:AddAmmo( Ammo.kManCannon, 1 )
EF
Returns a specific status effect's ID
Flag
|
Description
|
EF.kOnfire
|
On Fire status effect
|
EF.kConc
|
Concussed status effect
|
EF.kGas
|
Hallucinati ons status effect
|
EF.kInfect
|
Infected status effect
|
EF.kRadiotag
|
Transmitting status effect
|
EF.kHeadshot
|
Headshot status effect
|
EF.kLegshot
|
Crippled status effect
|
EF.kTranq
|
Tranquilized status effect
|
EF.kCaltrop
|
Defunct
|
EF.kACSpinup
|
Assault Cannon spinup status effect
|
EF.kSniperrifle
|
Unknown
|
EF.kSpeedlua1
|
Custom speed effect 1
|
EF.kSpeedlua2
|
Custom speed effect 2
|
EF.kSpeedlua3
|
Custom speed effect 3
|
...
|
...
|
EF.kSpeedlua10
|
Custom speed effect 10
|
|
Example
local player = CastToPlayer( player_entity )
SPEED_MULTIPLIER = 2.0
EFFECT_DURATION = -1 -- Infinite duration
ICON_DURATION = 0
player:AddEffect( EF.kSpeedlua1, EFFECT_DURATION, ICON_DURATION, SPEED_MULTIPLIER )
AT
Returns a specific "apply to" ID; Applies various commands to players, or to the entire server. Use with ApplyToAll(ApplyToFlags), ApplyToTeam(team, ApplyToFlags), or ApplyToPlayer(player, ApplyToFlags) (not all flags are suitable for all functions).
Flag
|
Description
|
AT.kKillPlayers
|
|
AT.kRespawnPlayers
|
|
AT.kDropItems
|
|
AT.kForceDropItems
|
|
AT.kThrowItems
|
|
AT.kForceThrowItems
|
|
AT.kReturnCarriedItems
|
|
AT.kReturnDroppedItems
|
ApplyToAll only?
|
AT.kRemoveRagdolls
|
ApplyToAll only?
|
AT.kRemovePacks
|
ApplyToAll only?
|
AT.kRemoveProjectiles
|
|
AT.kRemoveBuildables
|
|
AT.kRemoveDecals
|
ApplyToAll only?
|
AT.kEndMap
|
ApplyToAll only
|
AT.kReloadClips
|
|
AT.kAllowRespawn
|
|
AT.kDisallowRespawn
|
|
AT.kChangeClassScout
|
|
AT.kChangeClassSniper
|
|
AT.kChangeClassSoldier
|
|
AT.kChangeClassDemoman
|
|
AT.kChangeClassMedic
|
|
AT.kChangeClassHWGuy
|
|
AT.kChangeClassPyro
|
|
AT.kChangeClassSpy
|
|
AT.kChangeClassEngineer
|
|
AT.kChangeClassCivilian
|
|
AT.kChangeClassRandom
|
|
AT.kChangeTeamBlue
|
|
AT.kChangeTeamRed
|
|
AT.kChangeTeamYellow
|
|
AT.kChangeTeamGreen
|
|
AT.kChangeTeamSpectator
|
|
AT.kStopPrimedGrens
|
|
|
Example
ApplyToAll({ AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, AT.kStopPrimedGrens, AT.kReloadClips })
ClipFlags
Used with Lua:trigger_ff_clip to determine what types of entities are allowed to pass through the trigger.
Flag
|
Description
|
ClipFlags.kClipTeamBlue
|
Use in conjunction with "ByTeam" flags.
|
ClipFlags.kClipTeamRed
|
Use in conjunction with "ByTeam" flags.
|
ClipFlags.kClipTeamYellow
|
Use in conjunction with "ByTeam" flags.
|
ClipFlags.kClipTeamGreen
|
Use in conjunction with "ByTeam" flags.
|
ClipFlags.kClipAllPlayers
|
|
ClipFlags.kClipAllGrenades
|
|
ClipFlags.kClipAllProjectiles
|
projectiles such as nails and rockets.
|
ClipFlags.kClipAllBullets
|
hitscan weapons such as shotguns.
|
ClipFlags.kClipAllBuildables
|
Can buildables be placed?
|
ClipFlags.kClipAllBuildableWeapons
|
Can sentries fire through?
|
ClipFlags.kClipAllBackpacks
|
Thrown/dropped ammo.
|
ClipFlags.kClipAllInfoScripts
|
Flags, balls, etc. These currently cannot be filtered by team.
|
ClipFlags.kClipAllSpawnTurrets
|
|
ClipFlags.kClipAllNonPlayers
|
|
ClipFlags.kClipPlayersByTeam or ClipFlags.kClipPlayers
|
The following pairs behave identically; the first form is preferred, but the second form is for backwards-compatibility.
|
ClipFlags.kClipGrenadesByTeam or ClipFlags.kClipGrenades
|
|
ClipFlags.kClipProjectilesByTeam or ClipFlags.kClipProjectiles
|
|
ClipFlags.kClipBulletsByTeam or ClipFlags.kClipBullets
|
|
ClipFlags.kClipBuildablesByTeam or ClipFlags.kClipBuildables
|
|
ClipFlags.kClipBuildableWeaponsByTeam or ClipFlags.kClipBuildableWeapons
|
|
ClipFlags.kClipBackpacksByTeam or ClipFlags.kClipBackpacks
|
|
ClipFlags.kClipSpawnTurretsByTeam or ClipFlags.kClipSpawnTurrets
|
|
ClipFlags.kClipNonPlayersByTeam or ClipFlags.kClipNonPlayers
|
|
|
Example
This clip brush will be solid to everything except blue players.
clip_example = trigger_ff_clip:new({ clipflags = {
ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamRed,
ClipFlags.kClipTeamYellow, ClipFlags.kClipTeamGreen,
ClipFlags.kClipAllNonPlayers} })
CF
Returns a specific "collection filter" ID;. Use with Collection() functions to add certain entities to a list.
Flag
|
Description
|
CF.kNone
|
No filter
|
CF.kPlayers
|
|
CF.kHumanPlayers
|
Meaning bots are excluded.
|
CF.kBotPlayers
|
FF does not support bots at this time.
|
CF.kPlayerScout
|
|
CF.kPlayerSniper
|
|
CF.kPlayerSoldier
|
|
CF.kPlayerDemoman
|
|
CF.kPlayerMedic
|
|
CF.kPlayerHWGuy
|
|
CF.kPlayerPyro
|
|
CF.kPlayerSpy
|
|
CF.kPlayerEngineer
|
|
CF.kPlayerCivilian
|
|
CF.kTeams
|
Not sure if the team filters work on just players or on any team-aligned object.
|
CF.kTeamSpec
|
Spectators
|
CF.kTeamBlue
|
|
CF.kTeamRed
|
|
CF.kTeamYellow
|
|
CF.kTeamGreen
|
|
CF.kProjectiles
|
Applies to non-hitscan projectile weapons like rockets.
|
CF.kGrenades
|
|
CF.kInfoScipts
|
Applies to any info_ff_script
|
CF.kInfoScript_Carried
|
Use the following on info_ff_scripts to determine their status
|
CF.kInfoScript_Dropped
|
|
CF.kInfoScript_Returned
|
|
CF.kInfoScript_Active
|
|
CF.kInfoScript_Inactive
|
|
CF.kInfoScript_Removed
|
|
CF.kTraceBlockWalls
|
This flag must be used if you are using the Collection:GetInSphere function.
|
CF.kBuildables
|
|
CF.kDispenser
|
|
CF.kSentrygun
|
|
CF.kDetpack
|
|
|
Example
local col = Collection()
-- get all blue snipers
col:GetByFilter( { CF.kPlayers, CF.kPlayerSniper, CF.kTeamBlue } )
Color
Shorthand for some common colors
Flag
|
Description
|
Color.kInvalid
|
|
Color.kDefault
|
|
Color.kBlue
|
|
Color.kRed
|
|
Color.kYellow
|
|
Color.kGreen
|
|
Color.kWhite
|
|
Color.kBlack
|
|
Color.kOrange
|
|
Color.kPink
|
|
Color.kPurple
|
|
Color.kGrey
|
|
|
Example
BroadCastMessage( "Goal!", 5, Color.kBlue )
|