80 || `LAND_WIDTH` || The width of the landscape in pixels. Not available before `onGameStart` || |
80 || `LAND_WIDTH` || The width of the landscape in pixels. Not available before `onGameStart` || |
81 || `LAND_HEIGHT` || The height of the landscape in pixels. Not available before `onGameStart` || |
81 || `LAND_HEIGHT` || The height of the landscape in pixels. Not available before `onGameStart` || |
82 || `LeftX` || X coordinate of the leftmost point of the landscape. Not available before `onGameStart` || |
82 || `LeftX` || X coordinate of the leftmost point of the landscape. Not available before `onGameStart` || |
83 || `RightX` || X coordinate of the rightmost point of the landscape. Not available before `onGameStart` || |
83 || `RightX` || X coordinate of the rightmost point of the landscape. Not available before `onGameStart` || |
84 || `TopY` || Y coordinate of the topmost point of the landscape. Not available before `onGameStart` || |
84 || `TopY` || Y coordinate of the topmost point of the landscape. Not available before `onGameStart` || |
85 || `CursorX` || The X position of the cursor if the player is choosing a target. Otherwise, this is `-2147483648` || |
85 || `CursorX` || The X position of the cursor if the player is choosing a target. Otherwise, this equals `NO_CURSOR` || |
86 || `CursorY` || The Y position of the cursor if the player is choosing a target. Otherwise, this is `-2147483648` || |
86 || `CursorY` || The Y position of the cursor if the player is choosing a target. Otherwise, this equals `NO_CURSOR` || |
87 || `WaterLine` || The y position of the water, used to determine at which position stuff drowns. Use `SetWaterLine` to change. || |
87 || `WaterLine` || The y position of the water, used to determine at which position stuff drowns. Use `SetWaterLine` to change. || |
88 || `ClansCount` || Number of clans, including defeated ones (a clan is a group of teams with same color) || |
88 || `ClansCount` || Number of clans, including defeated ones (a clan is a group of teams with same color) || |
89 || `TeamsCount` || Number of teams, including defeated ones || |
89 || `TeamsCount` || Number of teams, including defeated ones || |
90 || `TurnTimeLeft` || Number of game ticks (milliseconds) left until the current turn ends. To set this value, use `SetTurnTimeLeft` || |
90 || `TurnTimeLeft` || Number of game ticks (milliseconds) left until the current turn ends. To set this value, use `SetTurnTimeLeft` || |
91 || `ReadyTimeLeft` || Remaining ready time in millseconds, 0 if turn in progress. To set this value, use `SetReadyTimeLeft` || |
91 || `ReadyTimeLeft` || Remaining ready time in millseconds, 0 if turn in progress. To set this value, use `SetReadyTimeLeft` || |
440 Spawns an ammo or utility crate at the specified position with the given ammo type and an optional amount (default: 1). The crate type is chosen automatically based on the ammo type. |
440 Spawns an ammo or utility crate at the specified position with the given ammo type and an optional amount (default: 1). The crate type is chosen automatically based on the ammo type. |
441 Otherwise, this function behaves like `SpawnAmmoCrate`. |
441 Otherwise, this function behaves like `SpawnAmmoCrate`. |
442 |
442 |
443 === <tt>!SpawnAmmoCrate(x, y, ammoType [, amount])</tt> === |
443 === <tt>!SpawnAmmoCrate(x, y, ammoType [, amount])</tt> === |
444 Spawns an ammo crate at the specified position with content of `ammoType` (see [AmmoTypes Ammo Types]). Any `ammoType` is permitted, an ammo crate is spawned even if the ammo is normally defined as an utility. |
444 Spawns an ammo crate at the specified position with content of `ammoType` (see [AmmoTypes Ammo Types]). Any `ammoType` is permitted, an ammo crate is spawned even if the ammo is normally defined as an utility. |
445 If `ammoType` is set to `amNothing`, a random weapon (out of the available weapons from the weapon scheme) will be selected. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land). The `amount` parameter specifies the amount of ammo contained in the crate. If `amount` is `nil` or `0`, the value set by `SetAmmo` is used, or if `SetAmmo` has not been used, it falls back to the weapon scheme's value. If ´amount` is equal to or greater than `100` or greater, the amount is infinite. |
445 If `ammoType` is set to `amNothing`, a random weapon (out of the available weapons from the weapon scheme) will be selected. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land). The `amount` parameter specifies the amount of ammo contained in the crate. If `amount` is `nil` or `0`, the value set by `SetAmmo` is used, or if `SetAmmo` has not been used, it falls back to the weapon scheme's value. If `amount` is equal to or greater than `AMMO_INFINITE`, the amount is infinite. |
446 |
446 |
447 Note that in Lua missions, the default number of ammo in crates is 0, so it has to be set to at least 1 with `SetAmmo` first, see the example: |
447 Note that in Lua missions, the default number of ammo in crates is 0, so it has to be set to at least 1 with `SetAmmo` first, see the example: |
448 |
448 |
449 Example: |
449 Example: |
450 |
450 |
1163 <code language="lua"> |
1163 <code language="lua"> |
1164 -- Appends a text to the ammo tooltip of the bazooka but leaves name and main description intact |
1164 -- Appends a text to the ammo tooltip of the bazooka but leaves name and main description intact |
1165 SetAmmoTexts(amBazooka, "This weapon deals double the damage than usually.")</code> |
1165 SetAmmoTexts(amBazooka, "This weapon deals double the damage than usually.")</code> |
1166 |
1166 |
1167 ==== <tt>!AddAmmo(gearUid, ammoType, ammoCount)</tt> ==== |
1167 ==== <tt>!AddAmmo(gearUid, ammoType, ammoCount)</tt> ==== |
1168 Adds `ammoType` to the specified gear. The amount added is determined by the arguments passed via `SetAmmo()` in the `onAmmoStoreInit()` event handler. `ammoCount` is an optional parameter. If this is set, the ammo will **not** be added, but instead set to `ammoCount`. A value of 0 will remove the weapon, a value of 100 will give infinite ammo. |
1168 Adds `ammoType` to the specified gear. The amount added is determined by the arguments passed via `SetAmmo()` in the `onAmmoStoreInit()` event handler. `ammoCount` is an optional parameter. If this is set, the ammo will **not** be added, but instead set to `ammoCount`. A value of `0` will remove the weapon, a value of `AMMO_INFINITE` will give infinite ammo. |
1169 |
1169 |
1170 ==== <tt>!GetAmmoName(ammoType [, ignoreOverwrite ])</tt> (0.9.23) ==== |
1170 ==== <tt>!GetAmmoName(ammoType [, ignoreOverwrite ])</tt> (0.9.23) ==== |
1171 Returns the localized name for the specified `ammoType`, taking an ammo name overwritten by `SetAmmoTexts` into account. If `ignoreOverwrite` is `true`, this function will always return the original ammo name of the weapon and ignores names which may have been overwritten by `SetAmmoTexts`. |
1171 Returns the localized name for the specified `ammoType`, taking an ammo name overwritten by `SetAmmoTexts` into account. If `ignoreOverwrite` is `true`, this function will always return the original ammo name of the weapon and ignores names which may have been overwritten by `SetAmmoTexts`. |
1172 |
1172 |
1173 === Map === |
1173 === Map === |