151 void doDamage(
int entityID,
float x,
float y,
float z,
float damageAmt,
float powerAmt);
169 void shoot(
int entityID,
int state);
194 void setTargetID(
int entityID,
int TargetID
int enabled,
float offsetY);
247 void setWeapon(
int entityID, String weaponKey);
295 int isKo(
int objID,
int state)
int SetMouseRayEnable(int state) int isKo(int objID
Mouse ray on button down.
void setHealth(int objID, int health)
Set the health of a Entity with the damage action attached.
void setWeaponFullAmmo(int entityID, string weapon, int state)
sets the weapon shoot action to either behave as full ammo (state = 1) or no ammo (state = 0 ) ...
void setMouseTrap(int state)
Activates the system mouse trap. This provides screen mouse trap with wrapping.
void doDamage(int entityID, float x, float y, float z, float damageAmt, float powerAmt)
Causes damage to any object with an attached "Damage System" action.
Definition: LUA_API_Weapon.h:27
void setTargetID(int entityID, int TargetID int enabled, float offsetY)
When called this command will set the weapons action to target at the specified objects axis...
void shoot(int entityID, int state)
Triggers the shoot event in the object "Weapon - Shoot" action.
void setPlayerID(string tagName)
Override the default playerID with one derived from a custom user player tag name.
int getHealth(int objID)
Inspect a enitiy's health that has the damage action applied.
void setSceneSpeed(float speed)
Sets the speed of the scene.
Definition: LUA_API_States.h:28
Definition: LUA_API_Game.h:27
void setWeapon(int entityID, String weaponKey)
sets the weapon system current weapon.
void resetLevel(int zero)
Resets the game to the pre-play state whilst still in play the game mode.
void getPlayerID()
Returns the player ID from the default tag name of "Player".
void enableMouseRay(int state)
Activates the system mouse click ray which when hits an object will trigger the objects onClick event...
int resetGame(int mode)
Resets the full game without unloading resources.
void clickObject(int Zero)
Fires a ray into the scene and if it hits an entity, the entities script onClick event is fired...