Bot Library
Script Reference | Bot Library |
Global Bot Functions
AddBot
Adds a bot to the game, and optionally specifies team, class, and name for the bot.
Parameters: ()
Parameters: (team)
Parameters: (team, class)
Parameters: (team, class, name)
Parameters: (table)
Returns: none
Example:
AddBot();
// OR
AddBot(TEAM.AXIS);
// OR
AddBot(TEAM.AXIS, CLASS.SOLDIER);
// OR
AddBot(TEAM.AXIS, CLASS.SOLDIER, "SomeDude");
// OR
// not all fields are valid for all games, here's a quake 4 example
// not all fields are required. any left out will use sensible default values
tbl =
{
name="SomeDude",
team=TEAM.STROGG,
class=CLASS.PLAYER,
spawnpoint="somespawnpointname",
model="model_player_kane_strogg",
skin="base",
};
AddBot(tbl);
AllocGoalSerialNum
Gets unique goal serial number.
Parameters: none
Returns: integer
CalcTrajectory
Calculates a projectile trajectory, and returns the results in a table, or null if no trajectory exists for the parameters given.
Parameters: (Vector3 start position, Vector3 target position, projectile speed, projectile gravity)
Returns: table or null
Example:
mypos = Vector3(10,10,10); // get a valid position from somewhere
targpos = Vector3(20,20,20); // get a valid position from somewhere
projVel = 1000;
projGrav = 0.5;
traj = CalcTrajectory(mypos, targpos, projVel, projGrav);
if(traj)
{
// if a table was returned, there can be 1 or 2 trajectories stored in it.
// the 1st trajectory is the most direct trajectory
// the 2nd trajectory is normally a mortar trajectory with a high degree of arc.
// both trajectories are a unit length facing vector
b.TurnToFacing(traj[0]);
// OR
b.TurnToFacing(traj[1]);
}
CheatsEnabled
Checks if cheat mode is enabled in the game. Useful for debug or development scripts that use functions that are only available in cheat mode.
Parameters: none
Returns: true if cheats are enabled, false if not
Example:
if(CheatsEnabled())
{
// do something
}
See Also: EntityKill, ServerCommand
CheckEntityBoundsIntersect
Checks if entities intersect.
Parameters: (entity1, entity2)
Returns: true/false
ClearGoalRole
Clears one or more roles of one or more MapGoals.
Parameters: (expression, role or table)
Returns: none
Example:
example: ClearGoalRole( "FLAG_Gold", ROLE.ATTACKER ); //1 goal, 1 role
example: ClearGoalRole( "DEFEND_City[4567]", { ROLE.DEFENDER2, ROLE.DEFENDER3}); //4 goals, 2 roles
See Also: Roles
ConfigGet
Gets a config value from omni-bot.cfg. Sets a config value if it does not exist yet and if the third parameter is not null.
Type of the return value is string, int or float according to the third parameter. If you call ConfigGet with only 2 parameters, it will return string.
Parameters: (section, config parameter name, config parameter value[optional])
Returns: config parameter value
Example:
ft = ConfigGet("FireTeam", "enabled", 1);
See Also: ConfigSet
ConfigSet
Sets a config value in omni-bot.cfg.
Parameters: (section, config parameter name, config parameter value)
Returns: none
Example:
ConfigSet("FireTeam", "enabled", 0);
See Also: ConfigGet
CreateMapGoal
Creates a new goal.
Parameters: (type)
Returns: MapGoal object
Debug Functions
DrawAABB
See: DrawDebugAABB
DrawArrow
Draws an arrow. Used for facing or AimVectors.
Parameters: (Vector3 start, Vector3 end, color, duration)
Returns: none
DrawDebugAABB
Draws a box.
Parameters: (AABB, color, duration)
Returns: none
Example:
AABB box; // initialize it with something
// draw it in red for 5 seconds
DrawDebugAABB(box, COLOR.RED, 5);
See Also: DrawDebugLine, GetEntWorldAABB
DrawDebugLine
Draws a line in the environment. Useful for debugging.
Parameters: (Vector3 start, Vector3 end, color, duration)
Returns: none
Example:
start = Vector3(0,0,0);
end = Vector3(20,20,20);
// draw it in red for 5 seconds
DrawDebugLine(start, end, COLOR.RED, 5);
See Also: DrawDebugAABB, GetEntWorldAABB
DrawEntityAABB
Draws a bounding box around an entity. The box is usually much bigger than the entity.
Parameters: (entity, duration, color)
Returns: true/false
DrawEntityOBB
Draws an oriented box around an entity.
Parameters: (entity, duration, color)
Returns: true/false
DrawLine
See: DrawDebugLine
DrawRadius
Draws radius.
Parameters: (position, radius, color, duration)
Returns: none
DrawText3d
Draws text.
Parameters: (position, string, color, duration, maxDistanceFromPlayer[optional, default 1024])
Returns: none
DrawTrajectory
Draws trajectory of grenade, mortar, airstrike or smokebomb.
Parameters: ( {Position, Velocity, Interval, Duration, BounceLoss, GravityMultiplier, StopAtHit, TraceBounce }, color, duration)
Returns: target position
DumpConsoleToFile
Saves debug console, only if debug window is enabled.
Parameters: (file name)
Returns: none
EchoToScreen
Prints a message to the screen.
Parameters: (duration, message)
Returns: none
Example:
EchoToScreen(5,"Hello World!");
EnableDebugWindow
Enables or disables debug window. Does not work in release build of omnibot dynamic link library. You must use omnibot_et.dll from dw_enabled subfolder on Assembla.
Parameters: (true/false, width[optional, default 1024], height[optional, default 768], bitsPerPixel[optional, default 32])
Returns: none
Error
Prints an error to the games output console.
Parameters: (error message)
Returns: none
Example:
Error("Somethin bad happened");
Log
Writes a string to the omnibot log file.
The second parameter: 0=info, 1=warning, 2=error, 3=critical
Note: logs are disabled if cvar omnibot_logsize is zero or negative
Note: logs can also be disabled in omni-bot.cfg
Parameters: (string, level[optinal, default 0])
Returns: none
Example:
Log("Something cool happened");
Log("Something bad happened", 2);
ShowPaths
Debug Information function. Prints Omni-bot version, revision, and revision date, along with file system paths.
Parameters: none
Returns: none
Example:
ShowPaths();
TransformAndDrawLineList
Parameters: (veclist, color, duration, position, euler)
Returns: none
Example:
TransformAndDrawLineList({Vec3(20,80,0), Vec3(20,-60,0), Vec3(-90,70,30), Vec3(-90,-50,30)},
COLOR.RED, 5, GetLocalPosition(), Vec3(DegToRad(45),0,0));
DeleteTriggerRegion
Deletes a trigger region previously created with OnTriggerRegion. Because regions aren't required to have unique names, DeleteTriggerRegion will delete all regions that match the provided name. This allows grouping of different trigger regions by shared names.
Parameters: (name)
Parameters: (serial #)
Returns: none
Example:
// creates a sphere trigger 256 units in radius around 0,0,0, then delete it immediately.
triggerInfo =
{
Name="TestTrigger",
TriggerOnClass=CLASS.ANYPLAYER,
OnEnter = function(ent)
{
print(GetEntName(ent),"entered aabb trigger");
},
OnExit = function(ent)
{
print(GetEntName(ent),"exited aabb trigger");
},
};
serial = OnTriggerRegion(Vector3(0,0,0),256,triggerInfo);
DeleteTriggerRegion(serial);
// OR
DeleteTriggerRegion("TestTrigger");
See Also: OnTriggerRegion
DistanceBetween
Utility function for checking distances between 2 objects. This function takes 2 parameters, but the parameter types can vary.
Parameters: (object1, object2)
For this function, each parameter can be one of the following types.
- Vector3
- GameEntity
- GameId
- MapGoal
This provides a flexible and fast function that allows a script to check the distance between a variety of source and destination object, and reduces the need for the script to convert between GameEntity or GameId, or to get the position of the GameEntity itself.
Returns: distance between the objects
Example:
// assume entity1 is a GameEntity from another source, such as GetAllType
if(DistanceBetween(b.GetGameEntity(), entity1))
{
}
// OR
if(DistanceBetween(b.GetGameEntity(), Vector3(10,20,30))
{
}
DynamicPathsUpdated
Finds new path for bots in teams specified if paths go through waypoint which has dynamic flag.
Parameters: (teamId, ...)
Returns: none
Entity Functions
EntityIsOutside
Checks if a given entity is outside. Added in 0.83
Parameters: (entity)
Returns: true/false
EntityIsValid
Checks if a given entity is valid.
Parameters: (entity)
Returns: true/false
EntityKill
Kills an entity. Requires cheats to be enabled.
Parameters: (GameEntity/GameId)
Returns: true if successful, false if not
Example:
EntityKill(GetEntityByName("truck"));
See Also: CheatsEnabled
GetEntBonePosition
Gets the world position of a specific bone on an entity.
Note: This function may not be implemented for all games. It's not implemented in ET.
Parameters: (GameEntity/GameId, BoneId)
Returns: Vector3 world bone position, or null if bone not found
Example:
headpos = GetEntBonePosition(someent, BONE.HEAD);
if(headpos)
{
// got head position
}
GetEntCategory
Checks if the entity belongs to one or more entity categories. This function takes one or more categories, and returns true if the entity belongs to all the provided categories.
Parameters: (GameEntity/GameId, Category, ...)
Returns: true if the entity belongs to all provided categories.
Example:
if(GetEntCategory(someent, CAT.PROJECTILE))
{
}
if(GetEntCategory(someent, CAT.PLAYER, CAT.VEHICLE))
{
}
See also: CAT
GetEntClass
Gets the class of the entity.
Parameters: (GameEntity/GameId)
Returns: class of entity, or null if there was an error
Example:
if(GetEntClass(someent) == CLASS.SOLDIER)
{
}
See also: CLASS
GetEntEquippedWeapon
Gets current weapon of a player.
Parameters: (GameEntity/GameId)
Returns: weaponId
Example:
weapon = GetEntEquippedWeapon(this.TargetEntity);
GetEntEyePosition
Gets the world eye position of an entity.
Note: position is not correct if bot is looking up or down
Parameters: (GameEntity/GameId)
Returns: Vector3 eye position, or null if there was an error
Example:
eyepos = GetEntEyePosition(someent);
if(eyepos)
{
// got eye position
}
GetEntFacing
Gets the world facing vector of an entity
Parameters: (GameEntity/GameId)
Returns: Vector3 facing, or null if there was an error
Example:
face = GetEntFacing(someent);
if(face)
{
// got face vector, as a direction vector
}
GetEntFlags
Checks if the entity has one or more entity flags.
Parameters: (GameEntity/GameId, Entity Flag, ...)
Returns: true if the entity has any of provided entity flags.
Example:
if(GetEntFlags(someent, ENTFLAG.CROUCHED))
{
}
if(GetEntFlags(someent, ENTFLAG.CROUCHED, ENTFLAG.RELOADING))
{
}
See also: ENTFLAG
GetEntHealthAndArmor
Gets health and armor of an entity.
Parameters: (GameEntity/GameId, table)
Returns: true if successful, false if not
Properties stored into table:
- Health - Current Health
- MaxHealth - Max Health
- Armor - Current Armor
- MaxArmor - Max Armor
Example:
healthArmor = {};
if(GetEntHealthAndArmor(someentity, healthArmor))
{
if(healthArmor.Health < 20)
{
b.Say("I'm Hurt!");
}
}
See also: Util.GetEntHealth
GetEntName
See: GetEntityName
GetEntOwner
Gets the owner of an entity. Typically used for entities that can be held or carried.
Note: If player who is carrying objective is kicked, GetEntOwner will return invalid entity till end of match. This bug is in all ET mods (except the last version of omnibot mod).
Parameters: (GameEntity/GameId)
Returns: GameId of owner, or null if none or error
Example:
owner = GetEntOwner(someent);
GetEntPosition
Gets the world position of an entity.
Note: old mods return wrong position (NoQuarter 1.2.5, ETpub 0.9.0, Jaymod 2.1.7, ...).
Parameters: (GameEntity/GameId)
Returns: Vector3 world position, or null if error
Example:
p = GetEntPosition(someent);
GetEntPowerups
Checks if the entity has one or more powerups. This function takes one or more powerups, and returns true if the entity has all of them.
Parameters: (GameEntity/GameId, PowerUp, ...)
Returns: true if the entity has all powerups.
Example:
if(GetEntPowerups(someent, POWERUP.INVINCIBLE))
{
}
if(GetEntPowerups(someent, POWERUP.QUADDAMAGE, POWERUP.BERSERK))
{
}
GetEntRotationMatrix
Gets the Matrix3 full transform of an entity.
Parameters: (GameEntity/GameId, Matrix3<optional>)
If you pass an Matrix3 as the 2nd parameter, that object will be filled in instead of a new Matrix3 returned. This can save memory allocations in a script that calls the function often by re-using the same object.
Returns: true if Matrix3 passed as 2nd parameter and filled in successfully, if no Matrix3 provided, returns Matrix3 for entity. Both return null on an error.
Example:
entMat = GetEntRotationMatrix(someent);
if(entMat)
{
// do something
}
// re-use the same Matrix3 later
if(GetEntRotationMatrix(someent, entMat))
{
}
GetEntTeam
Gets the team id that the entity belongs to.
Parameters: (GameEntity/GameId)
Returns: Team Id of entity, or null if error
Example:
if(GetEntTeam(someent) == TEAM.RED)
{
}
See also: TEAM
GetEntVelocity
Gets the world velocity of an entity.
Parameters: (GameEntity/GameId)
Returns: Vector3 world velocity, or null if error
Example:
vel = GetEntVelocity(someent);
GetEntWorldAABB
Gets the bounding box for an entity. The box is usually much bigger than the entity. Center of the box is not equal to entity position.
Parameters: (GameEntity/GameId, AABB<optional>)
If you pass an AABB as the 2nd parameter, that object will be filled in instead of a new AABB returned. This can save memory allocations in a script that calls the function often by re-using the same object.
Returns: true if AABB passed as 2nd parameter and filled in successfully, if no AABB provided, returns AABB for entity. Both return null on an error.
Example:
entAABB = GetEntWorldAABB(someent);
if(entAABB)
{
// do something
}
// re-use the same AABB later
if(GetEntWorldAABB(someent, entAABB))
{
}
GetEntityByName
Finds entity by target name. In ET you can use command /entitylist to see entity names.
Unfortunately this functions can't find entities which have only script name, but don't have target name.
Parameters: (name)
Returns: GameEntity found, or null if none found
GetEntityInSphere
Finds an entity within a radius around a point that matches a particular class Id. It is set up so that it can be used in a loop to find all entities.
Parameters: (Vector3 position, radius, classid, start entity)
Returns: GameEntity found, or null if none found
Example:
p = Vector3(10,10,10);
radius = 20;
ent = GetEntityInSphere(p, radius, CLASS.ANYPLAYER, null);
while(ent)
{
// do something with it?
// get the next one found
ent = GetEntityInSphere(p, radius, CLASS.ANYPLAYER, ent);
}
GetEntityLocalSpace
Converts a world position into a local space position of a specified entity.
Parameters: (GameEntity/GameId, Vector3 world position)
Returns: Vector3 local space position, or null if error
Example:
worldpos = Vector3(10,10,10);
localpos = GetEntityLocalSpace(someent, worldpos);
See Also: GetEntityWorldSpace
GetEntityName
Gets the name of an entity. In ET you can use command /entitylist to see all entity names.
If entity has defined both script name and target name, GetEntityName returns script name.
Parameters: (GameEntity/GameId)
Returns: name of entity, or null if error
Example:
entName = GetEntityName(someent);
if(entName == "SomeName")
{
// do something
}
GetEntityStat
Generic function for getting information about an entity, by name.
Parameters: (GameEntity/GameId, stat name)
Returns: stat, or null if error or stat doesn't exist. The type depends on the stat.
Example:
kills = GetEntityStat(someent, "kills");
deaths = GetEntityStat(someent, "deaths");
xp = GetEntityStat(bot.GetGameEntity(), "xp");
GetEntityWorldSpace
Converts a local space position into a world space position of a specified entity.
Parameters: (GameEntity/GameId, Vector3 local position)
Returns: Vector3 world space position, or null if error
Example:
localpos = Vector3(10,10,10);
worldpos = GetEntityWorldSpace(someent, localpos);
See Also: GetEntityLocalSpace
GetGameEntityFromId
Converts a GameId to a GameEntity.
Parameters: (GameId)
Returns: GameEntity
Example:
ent = GetGameEntityFromId(2);
See Also: GetGameIdFromEntity
GetGameIdFromEntity
Converts a GameEntity to a GameId.
Parameters: (GameEntity)
Returns: GameId
Example:
id = GetGameIdFromEntity(someent);
See Also: GetGameEntityFromId
ExecCommand
This function executes a bot command as if it came from the games input console.
Parameters: (command string)
Returns: none
Example:
ExecCommand("addbot 1 2")
ExecCommandOnClient
Executes a command for the entity. Usually equivilent to console commands.
Parameters: (GameEntity/GameId, command string)
Returns: none
Example:
ExecCommandOnClient(bot.GetGameEntity(), "setviewpos 1200 2300 150 0");
ExecScript
Attempts to execute a script file. File is searched in scripts folder, global_scripts folder or game folder (omni-bot/et).
Parameters: (filename)
Returns: true if successful, false if not
Example:
ExecScript("myscript.gm");
GetClassNameFromId
Gets the current class name from a class id.
Parameters: (classId)
Returns: string
GetGameName
Gets the name of the currently running game.
Parameters: none
Returns: name of game
Example:
if(GetGameName() == "Enemy Territory")
{
}
else if(GetGameName() == "Quake 4")
{
}
GetGameState
Gets the current state of the game (Playing, Warm-up, Warm-up Countdown, Intermission, Waiting for Players, Paused, Invalid).
Parameters: none
Returns: name of game state
Example:
if(GetGameState() == "Playing")
{
}
GetGameTimeLeft
Gets the current amount of time remaining in the game round.
Parameters: none
Returns: time left, in seconds
Example:
if(GetGameTimeLeft() < 30)
{
}
GetGoal
Gets a reference to a map goal by name. The goal name is case sensitive.
Parameters: (name of map goal to get)
Returns: MapGoal if found, null if not
Example:
mg = GetGoal("MAP_FLAG_redflag");
See Also: MapGoal
GetGoals
Gets any number of map goals that match a regular expression. Stores the matching reference in the first table parameter. The previous table content is cleared since omni-bot 0.84. It's not possible to call GetGoals multiple times to accumulate results. The last optional parameter is table of parameters to filter result (Group, Role, SkipNoInProgress, SkipNoInUse, SkipInUse) or sort result (parameter Sort, values are "none", "priority", "name", "random").
Parameters: (table, team, expression, params[optional])
Returns: none
Example:
goals = {};
GetGoals(goals, TEAM.AXIS, "FLAG.*", { Sort="priority" });
See Also: Util.GoalTable, GetGoal
GetGravity
Gets the current gravity of the game.
Parameters: none
Returns: gravity
Example:
grav = GetGravity();
GetLocalAABB
Gets bounding box of local player.
Parameters: none
Returns: AABB
GetLocalAimNormal
Gets normal at aim position of local player.
Parameters: (collision mask[optional, default floodfill])
Returns: Vector3
GetLocalAimPosition
Gets aim position of local player.
Parameters: (collision mask[optional, default floodfill])
Returns: Vector3
GetLocalEntity
Gets local player.
Parameters: none
Returns: GameEntity
GetLocalEyePosition
Gets eye position of local player.
Parameters: none
Returns: Vector3
GetLocalCommand
Gets name of just running console command. It is useful if you use same script for multiple commands.
Parameters: none
Returns: string or null
GetLocalFacing
Gets facing vector of local player.
Parameters: none
Returns: Vector3
GetLocalGroundPosition
Gets ground position of local player.
Parameters: none
Returns: Vector3 or null
GetLocalPosition
Gets position of local player.
Parameters: none
Returns: Vector3
GetMapExtents
Gets the AABB map extents. Map extends are the bounds of the entire map.
Parameters: (AABB<optional>)
Returns: If no AABB passed as parameter, function will return the map AABB, otherwise the AABB parameter will be filled in with the results, and the function will return nothing.
Example:
aabb = GetMapExtents();
// or
AABB aabb;
GetMapExtents(aabb);
GetMapName
Get the name of the current map.
Parameters: none
Returns: name of map
Example:
if(GetMapName() == "oasis")
{
}
GetModName
Gets the name of the currently running mod.
Parameters: none
Returns: name of mod
Example:
if(GetModName() == "etpub")
{
}
GetModVersion
Gets the version of the current mod.
Parameters: none
Returns: version of mod
Example:
if(GetModVersion() == "DOOM 1.3")
{
}
GetNearestNonSolid
This function is similar to TraceLine, but ignores solids.
Parameters: (start, end, trace mask[optional])
Returns: position
GetPointContents
Gets the contents bits for a given position.
Parameters: (Vector3 position)
Returns: contents bits. Use bitwise manipulators along with constants from the global CONTENT table to check for specific content bits.
Example:
contents = GetPointContents(Vector3(10,10,10));
if(contents & CONTENT.WATER)
{
}
GetTeamStat
Generic function for getting information about a team, by name. It's not implemented in ET.
Parameters: (Team Id, stat name)
Returns: stat, or null if error or stat doesn't exist. The type depends on the stat.
Example:
score = GetTeamStat(TEAM.RED, "score");
GetTime
Gets the current time elapsed in the game.
Parameters: none
Returns: time, in seconds
Example:
if(GetTime() > 30)
{
}
GetWeapon
Gets weapon object by ID.
Parameters: (weaponId)
Returns: Weapon
GetWeaponIdFromClassId
Converts classId to weaponId.
Parameters: (classId)
Returns: weaponId
GroundPoint
Returns a point on the ground directly below the provided point.
Parameters: (position)
Returns: ground position
KickAll
Kicks all bots from the game.
Parameters: none
Returns: none
Example:
KickAll();
KickBot
Kicks a bot by name.
Parameters: (name)
Returns: none
Example:
KickBot("Fred");
KickBotFromTeam
Kicks last bot from team.
Parameters: (teamId)
Returns: none
Example:
KickBot(TEAM.AXIS);
MoveBotToAnotherTeam
Moves a bot from a team to another team.
Parameters: (source teamId, destination teamId)
Returns: none
OnTrigger
Registers a script function callback for a given trigger string.
Parameters: (trigger string, script function)
Returns: none
Example:
global Map =
{
myfunc = function(trigger)
{
direction = ToVector(trigger.Action);
entityName = GetEntName(trigger.Entity);
}
};
global OnMapLoad = function()
{
OnTrigger( "cargo_lift_goto", Map.myfunc);
};
See Also: Triggers
OnTriggerRegion
Creates one of several types of trigger regions. A trigger region is an area that watches for entities of certain types to touch them and calls script callback functions for enter and exit. Useful if you want an easy way to be notified when certain entities go to certain areas of the map.
This function takes a table as the last parameter to define a number of flexible options for the trigger region. Here is a list of available key/value options for the table.
- Name - Optional name to give the region. Does not need to be unique.
- OnEnter - script function to call when an entity touches the region.
- OnExit - script function to call when an entity stops touching the region.
- TriggerOnClass - Define the class id you want the region to trigger on. This field may also be an indexed table with up to 8 class ids.
- TriggerOnCategory - Category of entities to watch for. This field may also be an indexed table with as many categories as you want to limit the trigger to.
- TriggerOnEntity - A specific entity to trigger on. This field may also be an indexed table with up to 8 entities you want to limit the trigger to.
The following region types are supported. The type is dependent on which parameters of the function are used.
- AABB - Axis aligned bounding box.
- Sphere - A radius around a position.
Triggers may be rendered for reference with /bot drawtriggers 1
Parameters: (AABB, table)
Parameters: (position, radius, table)
Returns: unique serial number of region
Example:
// creates a sphere trigger 256 units in radius around 0,0,0
triggerInfo =
{
Name="TestTrigger",
TriggerOnClass=CLASS.ANYPLAYER,
OnEnter = function(ent)
{
print(GetEntName(ent),"entered aabb trigger");
},
OnExit = function(ent)
{
print(GetEntName(ent),"exited aabb trigger");
},
};
serial = OnTriggerRegion(Vector3(0,0,0),256,triggerInfo);
See Also: DeleteTriggerRegion
RegisterDefaultProfile
Registers a default profile that will be loaded for any bot that joins a specified class.
Parameters: (Class Id, script name)
Returns: none
Example:
RegisterDefaultProfile(CLASS.SOLDIER, "def_bot.gm");
ReloadGoalScripts
Executes all goal scripts. You must also kick all bots because any changes will be applied to newly added bots.
Parameters: none
Returns: none
RunScript
See: ExecScript
SendTrigger
It is used by goal scripts to call function in map script. Parameter TagName is string which must be same as the first parameter of function OnTrigger.
Parameters: ( { TagName, Entity, Activator, Action } )
Returns: none
Example:
SendTrigger({
Entity = ent,
Activator = null,
TagName = GetEntName(ent) + " at location",
Action = "arrived"
});
ServerCommand
Executes a server command. Requires cheats to be enabled.
Parameters: none
Returns: true if cheats are enabled, false if not
Example:
ServerCommand("map oasis");
See Also: CheatsEnabled
ServerScriptFunction
Not implemented in ET.
Parameters: (entity name, function name, parameters[optinal])
Returns: none
SetAvailableMapGoals
Enables/Disables the available status of one or more map goals that match a regular expression, for a specific team.
Parameters: (Team Id, enable/disable, mapgoal expression string)
Parameters: (Team Id, enable/disable, table of mapgoal expressions) (added in 0.84)
Returns: number of goals that match regular expression
Example:
SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK.*" );
SetAvailableMapGoals( TEAM.AXIS, true, { "DEFEND_gate.*", "MOUNTMG42_bunker", "SNIPE_tower.*" } );
See Also:
Availability, GetGoal, GetGoals
SetGoalGroup
Sets the goal or table of goals group name.
Parameters: (goalname or table, groupname)
Returns: none
Example:
SetGoalGroup( "SomeGoalName", "SomeGroupName" );
SetGoalGroup( { "ROUTE_route1", "ROUTE_route2", "someothergoal" }, "MyGroup" );
See Also: Util.DisableGroup, Util.EnableGroup, Util.GetGroup, Util.SetGroup, Util.ShowGroup
SetGoalPriority
Sets priority of one or more MapGoals for specified team and class. The last parameter must be true for dynamically created goals (FLAG_dropped, FLAGRETURN, DEFUSE ...).
Parameters: (expression, priority, teamId[optional, default 0], classId[optional, default 0], persistent[optional])
Returns: none
Example:
example: SetGoalPriority( "FLAG_Gold", 0.7 ); //all teams and all classes
example: SetGoalPriority( "CHECKPOINT_City", 0.8, TEAM.AXIS); //axis only all classes
example: SetGoalPriority( "DEFUSE_somedyno.*", 0.0, TEAM.AXIS, CLASS.ENGINEER, true ); //the persistent parameter is used for dynamic goals that may not have been created yet
See Also: Priority
SetGoalRole
Sets one or more roles of one or more MapGoals. The last parameter must be true for dynamically created goals (FLAG_dropped, FLAGRETURN, DEFUSE ...).
Parameters: (expression, role or table, persistent[optional])
Returns: none
Example:
example: SetGoalRole( "FLAG_Gold", ROLE.ATTACKER ); //1 goal, 1 role
example: SetGoalRole( "DEFEND_City[4567]", { ROLE.DEFENDER2, ROLE.DEFENDER3}); //4 goals, 2 roles
example: SetGoalRole( "DEFUSE_somedyno.*", ROLE.DEFENDER2, true ); //the persistent parameter is used for dynamic goals that may not have been created yet
See Also: Roles
SetMapGoalProperties
Passes a table full of properties along to all matching map goals to attempt to set their properties.
Parameters: (expression, table of properties)
Returns: none
Example:
// Set the camp time for all attack and defend goals
SetMapGoalProperties( "ATTACK_.*", {mincamptime=15, maxcamptime=30});
SetMapGoalProperties( "DEFEND_.*", {mincamptime=15, maxcamptime=30});
See Also: Goal specific instructions for a list of properties for each map goal type.
TraceLine
Performs a traceline collision test, and returns the results in a table. TraceLine calls are useful for testing visibility, line of sight, or for getting a collision point along a line.
Parameters: (Vector3 start, Vector3 end, AABB, collision mask, ignore user GameId, use PVS)
- Vector3 start - Start position of trace line.
- Vector3 end - End position of trace line.
- AABB - Pass an AABB if you with the line to have volume, otherwise pass null.
- Collision Mask - Mask of collision types to test. See global TRACE table.
- GameId - Ignore this GameId in the traceline. Usually the entity or bot it originates from.
- UsePVS - true to use PVS (Potentially visible set), false to ignore PVS
Always pass false to not UsePVS if you need collision information from the call to TraceLine. UsePVS=true is useful when all you need to know is whether or not something is blocking the path from start to end, it will not give you the collision position. It is slightly faster in most cases to use PVS as an early out test, but doing so limits the amount of useful information you get back from the function. In many cases you don't need this information, so the extra speed is useful.
Returns: table of results
Results table contains the following information.
- fraction - 0.0 to 1.0 The ratio along the line the collision took place. Not always valid if UsePVS=true. Example: 0.5 means ray hit half way between the start and end.
- startsolid - true/false The traceline started inside a solid object. Not always valid if UsePVS=true
Additional properties are available if UsePVS=false and there was a collision.
- entity - May be null, the GameEntity that was hit in the collision.
- normal - The Vector3 normal of the collision point.
- end - The Vector3 world position of the collision.
- contents - water etc., see global CONTENT table.
- surface - ice, ladder, see global SURFACE table.
Example:
// Do a traceline along a bots facing 1024 units out
start = b.GetEyePosition();
end = start + b.GetFacing() * 1024;
tr = TraceLine(start, end, null, TRACE.SHOT, b.GetGameId(), false);
// the fraction value tells us of a collision or not. If it's 1, there was no collision. If less than 1 there was a collision.
if(tr.fraction < 1)
{
// tr.startsolid
// tr.entity
// tr.normal
// tr.end
// tr.contents
// tr.surface
}
Enemy Territory Addendum
GetCabinetData
Gets information about health or ammo cabinet. Properties CurrentAmount, MaxAmount, Rate are stored into table.
Parameters: (entity, table)
Returns: true if successful, null if not
Example:
cab = {};
if (GetCabinetData( GetGoal("AMMOCAB_north").GetEntity(), cab)){
print( cab.CurrentAmount );
}
GetCvar
Gets a game cvar. Returns zero if the cvar does not exists or if its value cannot be converted to integer.
Parameters: (name)
Returns: integer
Example:
friendlyFire = GetCvar("g_friendlyfire");
GetGameType
Gets the current game type:
2 - single-map objective, 3 - stopwatch, 4 - campaign, 5 - last man standing
Parameters: none
Returns: integer
IsWaitingForMedic
Deprecated.
SetCvar
Sets a game cvar.
Parameters: (name, value)
Returns: true if successful, false if not