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luafunctionref [2025/01/08 20:36] – [update_get_loc] bredrollluafunctionref [2025/05/05 07:05] (current) – [update] bredroll
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 Next is the update cycle, most of the heavy lifting goes on in here, these are where you can introspect the current vehicle, carrier details, weapons, map, nearby units, other players, missiles, etc. graphical/text drawing calls are made from here to draw the various icons and UI elements. Next is the update cycle, most of the heavy lifting goes on in here, these are where you can introspect the current vehicle, carrier details, weapons, map, nearby units, other players, missiles, etc. graphical/text drawing calls are made from here to draw the various icons and UI elements.
 +
 +=== Refresh Rate ===
 +
 +I have recently discovered there is another factor that influences how often a script ''update()'' function is called.  The further away from the screen your character is, the larger the update interval. If you leave the bridge and walk down to the flight deck, by the time you get there the bridge screens will update at most only once every two seconds.
 +
  
 ==== Functions ====== ==== Functions ======
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 Native/C function Native/C function
 +
 +Get the ID of the current player.
  
 Usable in: Usable in:
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 Native/C function Native/C function
 +
 +Get the team ID of the current player.
  
 Usable in: Usable in:
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 Native/C function Native/C function
 +
 +Get the logic tick. This is the game simulation counter starting at zero the moment the map is crated. It increments by one every simulation frame. The game is tuned such that a second of real time covers 30 game ticks.
 +
 +During the span of an ''update'' function call, the value of the current tick will remain the same.
 +
 +It can be thought of as a primitive low-res clock.
  
 Usable in: Usable in:
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 Native/C function Native/C function
 +
 +Get an object representing a recently destroyed vehicle. Used along with ''update_get_map_destroyed_vehicle_count()''.
 +
 +Destroyed vehicles have several methods.
 +
 +  * ''destroyed:get_position_xz()'' 
 +    * get a ''vec3'' where ''vec3:x()'' is the x coordinate of the destroyed vehicle and ''vec3:y()'' is the z map coordinate of the vehicle (yes, y/z flip don't worry about it)
 +  * ''destroyed:get_team()'' 
 +    * get the team ID of the destroyed vehicle
 +  * ''destroyed:get_factor()'' 
 +    * get float in range 0-1 based on the age of destruction, where 1 is most recent and 0 is oldest.
  
 Usable in: Usable in:
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 Native/C function Native/C function
 +
 +Get the number of destroyed vehicles visible on the game map.
  
 Usable in: Usable in:
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 Native/C function Native/C function
 +
 +Get an object representing a player or AI controlled unit in game, the unit may be docked or active. 
 +
 +The HUD can obtain 3D position (lat-lon-alt) information about a unit where the screen scripts can only obtain 2D (lat-lon). The HUD can also not see unit waypoints where as screens can fully get/set waypoint data.
 +
 +vehicle objects have many methods, the most commonly used are:
 +
 +  * ''vehicle:get()''
 +    * locking/housekeeping, return ''true'' if this object can be used and is valid.
 +  * ''vehicle:get_id()''
 +    * get the vehicle ID number.
 +  * ''vehicle:get_definition_index()''
 +    * get the vehicle type (a value in the ''e_game_object_type'' table)
 +  * ''vehicle:get_team()'' (screen only)
 +    * get the vehicle team number
 +  * ''vehicle:get_team_id()'' (HUD only)
 +    * get the vehicle team number
 +  * ''vehicle:get_position_xz()'' (screen only)
 +    * get the vehicle 2D position as a ''vec2''
 +  * ''vehicle:get_position()'' (HUD only)
 +    * get the vehicle 3D position as a ''vec3'' where ''pos:y()'' is the altitude in meters.
 +
  
 Usable in: Usable in:
luafunctionref.1736368598.txt.gz · Last modified: 2025/01/08 20:36 by bredroll

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