LUA commands that are specific for Fortress Forever. This list is incomplete and will be replaced eventually, and everything put into categories.
Global Functions
Global functions are not confined to any object type. They can be called alone, from just about anywhere in the script.
Example:
local player = CastToPlayer( player_entity )
AddHudTimer(player, "timer", 300, -1, 0, 70, 4)
This global function is not a player function, though it takes a player object as a parameter.
Casting Commands
These functions cast game objects into different data types. See Lua:Entity_typing
Entity Checks
These commands are used to check if the specified entity is a game entity of a specific type.
Player messaging and sounds
these are used to send text messages and sounds to players.
Schedules
Schedules are a way to delay the effects of a script for a specific length of time.
LUA Command |
Description
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AddSchedule("name", time, function[, param1 ... param4]) |
Schedules function to go off with (time) second delay. Optional parameters are applied to the function.
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AddScheduleRepeating("name", time, function[, param1 ... param4]) |
Adds a schedule that repeats (function) constantly every (time) seconds.
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AddScheduleRepeatingNotInfinitely("name", time, function, counts[, param1 ... param4]) |
Adds a schedule that repeats (function) (counts) times every (time) seconds.
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DeleteSchedule( schedulename ) |
deletes an existing schedule.
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RemoveSchedule( schedulename ) |
same as delete.
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HUD Items
Through Lua, a map can display information on a player's screen.
LUA Command |
Description
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AddHudIcon( player, HudIconType, NameOfHudIcon, X, Y, Width, Height, Align ) |
adds HUD icon to given player of given type. Name is generally taken from the flag entity to apply the right kind. X, Y, W, H, and A are all standard.
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AddHudIconToAll( HudIconType, NameOfHudUcon, X, Y, W, H, A ) |
adds HUD icon to all players like those used for flag info.
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AddHudText |
Puts a bit of text on the screen.
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AddHudTextToAll |
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AddHudTimer |
Puts a countdown timer on the screen.
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AddHudTimerToAll |
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RemoveHudItem |
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RemoveHudItemFromAll |
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Objective Icons
Objective icons help guide the player to where they are supposed to be.
Other Commands
other misc commands not lumped into any group as of yet.
SetGameDescription( name )
Changes what appears in the game column of the server browser (it is appended to "FF ")
For use in startup()
LUA Command |
Description
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ConsoleToAll( message ) |
sends a message to server console. Inaccurately named--players will not see this.
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SetGameDescription( name ) |
Changes what appears in the game column of the server browser (it is appended to "FF ")
For use in startup().
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HasGameStarted( ) |
Returns false if the map is in prematch mode.
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GetConvar( cvar ) |
checks the value of a console variable (cvar)
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GetEntity( index ) |
gets an entity by its index.
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GetEntityByName( name ) |
obvious?
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GetInfoScriptById( id ) |
gets an info_ff_script's information by its id.
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GetInfoScriptByName( name ) |
obvious?
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GetGrenade() |
??
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GetPacketloss( playerentity ) |
gets a player's packet loss. Woo?
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GetPing( playerentity ) |
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GetPlayer( playerentity ) |
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GetPlayerByID( id ) |
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GetServerTime() |
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GetSteamID( playerentity ) |
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GetTeam( playerentity ) |
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GetTriggerScriptByName( name ) |
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GoToIntermission( ) |
???
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IncludeScript( luafile ) |
used to include Lua files found in /includes/ such as base_teamplay or base_ctf.
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ApplyToAll( effect ) |
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ApplyToTeam( effect, team ) |
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ApplyToPlayer( effect, player ) |
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AreTeamsAllied( team1, team2 ) |
obvious?
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KillAndRespawnAllPlayers() |
obvious!
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NumPlayers() |
gets the number of players.
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OutputEvent( event, ent_id[, param1, param2, etc.] ) |
tells an entity to fire the given output.
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OutputEvent , void * const char* , const char* , const char* , float , unsigned int &FFLib::FireOutput |
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PrecacheModel( modelfile ) |
loads a given model into memory for use later.
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PrecacheSound( soundfile ) |
as above.
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PrintBool , &FFLib::PrintBool |
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RandomFloat( min, max ) |
generates a random float.
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RandomInt( min, max ) |
generates a random integer
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RemoveEntity( ent_id ) |
removes entity.
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RespawnAllPlayers( ) |
respawns everyone.
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ResetMap() |
resets map.
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SetGlobalRespawnDelay( time ) |
enforces a respawn delay.
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SetPlayerLimit( team , # ) |
used to set player limit per team.
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SetPlayerLimits( #, # ) |
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SmartClassLimits( team, #scout, #sniper, #soldier, #demoman, #medic, #hwguy, #pyro, #spy, #engineer, #civilian ) |
sets smart class limits instead of using individual commands.
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SetConvar( player, var, value ) |
sets a players cvar to set value
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SetTeamAllies( team , bits ) |
used to ally one team to another.
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SetTeamClassLimit( team, class, limit ) |
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SetTeamName( team, name ) |
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SetTeamPlayerLimit( team, limit ) |
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SetTeamPlayerLimit( team, limit ) |
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Object functions
Each class of entity will have its own set of functions. These are listed in the links below:
- Buildable -- Sentries, dispensers, etc.
- Damageinfo-- An object that is created every time someone/something gets hurt in the game.
- info_ff_script -- A generic game object. These are most often used as flags or other objectives.
- Player -- Anyone that's connected to a server.
- Team -- A team is a group of folks who don't like other groups of folks.
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