Skyline Lua API  Version 1.0
Lua Script Reference for Skyline Game Engine.
LUA_API_CharacterController.h
Go to the documentation of this file.
1 // | _ ____ __ _
2 // | / \ _ _ _ __ __ _/ ___| ___ / _| |_
3 // | / _ \| | | | '__/ _` \___ \ / _ \| |_| __|
4 // | / ___ \ |_| | | | (_| |___) | (_) | _| |_
5 // | /_/ \_\__,_|_| \__,_|____/ \___/|_| \__|
6 // |
7 // | Aurasoft UK 2008 - 2018 http://www.aurasoft.co.uk
8 // |
9 // | Skyline Game Engine Lua API Documentation
10 // |
11 // | This file belongs to Aurasoft UK for the Skyline Game Engine of all versions.
12 // | This file is not for use in any other software that is not owned by Aurasoft UK and cannot be used by any other
13 // | person outside of the Skyline Game Engine development team.
14 // |
15 // | © Copyright - Aurasoft UK & Skyline Game Engine 2008 - 2018
16 // |
17 
18 // SKYLINE LUA CLASS FOR API DOCUMENTATION
19 
105 {
106 public:
107 
145  void move(int EntityID, int Speed );
146 
184  void moveUp(int EntityID, int moveUpSpd );
185 
191  void setActive(int EntityID, int state);
192 
198  int isActive(int objID);
199 
200  void doStrafe(int EntityID, int state );
201 
202 
203  void doJump(int EntityID, int force );
204 
205 
206  void setJumpDownforce(int EntityID, int force );
207 
208 
209  void setGravity(int EntityID, float x, float y, float z );
210 
211 
212  void enableGravity(int EntityID, state );
213 
214 
215  void invertGravity(int EntityID, state );
216 
217 
232  void setPosition(int entityID, float x, float y, float z);
233 
246  void setPositionString(int entityID, String xyz);
247 
248 
249  void getPosition(int EntityID);
250 
268  void getCollisionFlag(int EntityID);
269 
270 
271  void setMoveDirection(int EntityID, float x, float y, float z );
272 
273 
274 
288  void ko(int entityID);
289 
297  void revive(int entityID);
298 
317  void followPath(int entityID, string pathName, float speed);
318 
332  int isFollowingPath(int entityID);
333 
349  void setPathAccuracy(int entityID, float accuracy);
350 
366  void setPathMaxTurn(int entityID, float maxTurn);
367 
382  void setPathNodeIndex(int entityID, int nodeIndex);
383 
415  void followPathPosition(int entityID, float x, float y, float z);
416 
432  int isDestinationReached(int entityID);
433 
450  void setAdvancedCollision( int entityID, int state);
451 
470  void setDimension(int entityID, float radius, float height);
471 
489  void setOffset( int entityID, float x, float y, float z );
490 
505  vec3 getOffset( int entityID, float x, float y, float z );
506 
507 };
void setActive(int EntityID, int state)
Enable or disable the SCC physics. state=1 for enabled.
void setJumpDownforce(int EntityID, int force)
void getPosition(int EntityID)
void revive(int entityID)
Sets the player to its knock out status to false and enable the characters movement once again...
int isDestinationReached(int entityID)
Poll to check if the character has reached its destination.
void setPathAccuracy(int entityID, float accuracy)
Set the accuracy of the path to follow. Lower numbers make the distance to each node before trigger s...
Definition: LUA_API_CharacterController.h:104
vec3 getOffset(int entityID, float x, float y, float z)
Get the offset of the mesh that is moved by the capsule.
void followPathPosition(int entityID, float x, float y, float z)
Override the default path follow and enter your own point to move to. In order for this to take effec...
int isActive(int objID)
Returns the current characters activity state. Either 1=enabled or 0=deactivated. ...
void setPositionString(int entityID, String xyz)
Sets the player position .
void invertGravity(int EntityID, state)
void setAdvancedCollision(int entityID, int state)
Setting advanced Collisions.
void setPathNodeIndex(int entityID, int nodeIndex)
Set the current node index the character should head towards on the currently set path...
void moveUp(int EntityID, int moveUpSpd)
Moves the character up/down by the arg speed.
void doStrafe(int EntityID, int state)
void ko(int entityID)
Sets the player to its knock out status and is provided to have more dynamic control over certain pla...
void setOffset(int entityID, float x, float y, float z)
Set the offset of the mesh that is moved by the capsule.
void setMoveDirection(int EntityID, float x, float y, float z)
void setPosition(int entityID, float x, float y, float z)
Sets the player position .
Definition: LUA_API_States.h:28
void followPath(int entityID, string pathName, float speed)
make the character controller action follow a path simply by calling this function in an update loop...
void getCollisionFlag(int EntityID)
A flag value that is returned from the system when this controller collides with an object...
int isFollowingPath(int entityID)
return whether the character is currently following a path.
void doJump(int EntityID, int force)
void enableGravity(int EntityID, state)
void setPathMaxTurn(int entityID, float maxTurn)
Set the speed of the turning rate for this character.
void setDimension(int entityID, float radius, float height)
Change the dimensions of a chatacter controller by passing radius and height.
void move(int EntityID, int Speed)
Moves the character by the arg speed.
void setGravity(int EntityID, float x, float y, float z)