Handle is the game object that was created. This function performs most of the mission script's game logic. #Battlezone 2 odf files updateUpdate ( number timestep )Ĭalled once per frame after updating the network system and before simulating game objects. PageUp, PageDown, Home, End, Backspace, and so forth). The base key for other keys is the label on the keycap (e.g. The base key for keys corresponding to a printable ASCII character is the upper-case version of that character. Key is a string that consisting of zero or more modifiers (Ctrl, Shift, Alt) and a base key. Use this function to perform any one-time script initialization. Start ()Ĭalled when the mission starts for the first time. The console window will print the saved values in human-readable format. It does not support function, thread, or arbitrary userdata types. Save supports nil, boolean, handle, integer, number, string, vector, and matrix data types. Save ()Ĭalled when saving state to a save game file, allowing the script to preserve its state.Īny values returned by this function will be passed as parameters to Load when loading the save game file. The console window will print the loaded values in human-readable format. Load supports nil, boolean, handle, integer, number, string, vector, and matrix data types. )Ĭalled when loading state from a save game file, allowing the script to restore its state.ĭata values returned from Save will be passed as parameters to Load in the same order they were returned. LuaMission looks up the functions by name so they can have different functions assigned to them at runtime. The Lua scripting system calls these script-defined functions when various script events occur. "en", "fr", "de", "es", "it", "pt" or "ru" string LastGameKeyĬontains the most recently pressed game key (e.g. #Battlezone 2 odf files code"ENGLISH", "FRENCH", "GERMAN", "SPANISH", "ITALIAN", "PORTUGUESE", or "RUSSIAN" string LanguageSuffix Ĭontains the two-letter language code of the current language: #Battlezone 2 odf files fullinteger Language Ĭontains the index of the current language.Ĭontains the full name of the current language in all-caps: "1.5.2.27u1").īattlezone 1.5 versions start with "1" and Battlezone 98 Redux versions start with "2". string GameVersionĬontains current build version (e.g. The Lua scripting system defines some global variables that can be of use to user scripts. While a script could check the version number, it's faster and easier to check if the value or function is nil. Version numbers appearing in indicate the earliest version that supports the value or function. They offer the same functionality that the original designers used when creating the single-player campaign, along with new functionality back-ported fromīattlezone II: Combat Commander or added to fill notable gaps. This document describes the global script utility functions available for user-created Lua mission scripts. As the damage is instant, ejected pilots will not be killed.Battlezone Lua Script Utility Functions Battlezone Lua Script Utility FunctionsĬovers Battlezone up to version 1.5.2.27u1 Since the weapon uses Local Ammo you only have one chance to this end it is wise to keep it well-defended to protect it from other players.ĭa Bomb! deals 1,000,000 units of damage over a 100,000 meter radius enough to destroy every non-indestructible object on the map. When deploying Da Bomb! it should be remembered that the bomb will instantly become the largest target on the map. On deployment it paints itself to the HUD of every player provided one is a player close enough to reach it and destroy it before the thirty-second countdown has elapsed, preventing its detonation should be relatively easy due to the bomb's relatively low armor. If a Da Bomb! has been deployed, the only way to prevent its detonation (and the impending destruction of almost every object on the map) is to destroy it. That aside the only situation in which its use would be advantageous in multiplayer is when the side using it is already substantially ahead and wishes to end the match before the opposition can catch up. Its use is inadvisable in almost all situations in Singleplayer and Instant Action situations scores are not tracked and it will simply lead to failure, and in Multiplayer it is inadvisable for the sake of fair play. Deploying Da Bomb! is a double-edged sword it will cause just as much damage to the side that deployed it as it will to the enemy.
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