List of ND Script Functions
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This list contains all engine-related Squirrel variables, functions, and constants currently available for VScript in Nuclear Dawn . Some are not available yet but guaranteed to be in the next update. More not yet listed are also being added to the game and not yet listed.
Variables
Classes
CEntities
Function | Signature | Description |
---|---|---|
CreateByClassname
|
handle CEntities::CreateByClassname(string)
|
Creates entity by class name. |
FindByClassname
|
handle CEntities::FindByClassname(handle, string)
|
Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
FindByClassnameNearest
|
handle CEntities::FindByClassnameNearest(string, Vector, float)
|
Find entities by class name nearest to a point. |
FindByClassnameWithin
|
handle CEntities::FindByClassnameWithin(handle, string, Vector, float)
|
Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
FindByModel
|
handle CEntities::FindByModel(handle, string)
|
Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
FindByName
|
handle CEntities::FindByName(handle, string)
|
Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
FindByNameNearest
|
handle CEntities::FindByNameNearest(string, Vector, float)
|
Find entities by name nearest to a point. |
FindByNameWithin
|
handle CEntities::FindByNameWithin(handle, string, Vector, float)
|
Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found continue a search |
FindByTarget
|
handle CEntities::FindByTarget(handle, string)
|
Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
FindInSphere
|
handle CEntities::FindInSphere(handle, Vector, float)
|
Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
First
|
handle CEntities::First()
|
Begin an iteration over the list of entities |
Next
|
handle CEntities::Next(handle)
|
Continue an iteration over the list of entities, providing reference to a previously found entity |
CBaseEntity
Function | Signature | Description |
---|---|---|
ConnectOutput
|
void ConnectOutput(string, string)
|
Adds an I/O connection that will call the named function when the specified output fires |
DisconnectOutput
|
void DisconnectOutput(string, string)
|
Removes a connected script function from an I/O event. |
GetHealth
|
int GetHealth()
|
Returns health of the entity. |
SetHealth
|
void SetHealth(int)
|
Sets health of the entity. |
GetMaxHealth
|
int GetMaxHealth()
|
Returns maximum health amount of the entity. |
GetTeam
|
handle GetTeam()
|
Returns handle to the entity's team. |
GetTeamNumber
|
int GetTeamNumber()
|
Returns team index of the entity (0 - Unassigned, 1 - Spectator, 2 - Consortium, 3 - Empire). |
GetLifeState
|
int GetLifeState()
|
Returns life state of the entity (0 - alive, 1 - dying, 2 - dead). |
GetClassname
|
string GetClassname()
|
Returns classname of the entity. |
GetName
|
string GetName()
|
Returns target name of the entity. |
GetPreTemplateName
|
string GetPreTemplateName()
|
Get the entity name stripped of template unique decoration. |
GetOrigin
|
vector GetOrigin()
|
Returns absolute origin of the entity. |
SetOrigin
|
void SetOrigin(vector)
|
Sets absolute origin of the entity. |
GetForwardVector
|
vector GetForwardVector()
|
Get the forward vector of the entity. |
SetForwardVector
|
void SetForwardVector(vector)
|
Set the orientation of the entity to have this forward vector. |
GetVelocity
|
vector GetVelocity()
|
Get the velocity of the entity. |
SetVelocity
|
void SetVelocity(vector)
|
Set the velocity of the entity. |
GetMoveParent
|
handle GetMoveParent()
|
Get handle to the move parent of the entity. |
GetRootMoveParent
|
handle GetRootMoveParent()
|
Get handle to the root move parent of the entity. |
FirstMoveChild
|
handle FirstMoveChild()
|
Get handle to the first move child of the entity. |
NextMovePeer
|
handle NextMovePeer()
|
Get handle to the next move peer of the entity. |
__KeyValueFromString
|
void __KeyValueFromString(string, string)
|
Sets string value for key name on the entity. |
__KeyValueFromInt
|
void __KeyValueFromInt(string, int)
|
Sets int value for key name on the entity. |
__KeyValueFromVector
|
void __KeyValueFromVector(string, vector)
|
Sets vector value for key name on the entity. |
ValidateScriptScope
|
bool ValidateScriptScope()
|
Ensure that an entity's script scope has been created. |
GetScriptScope
|
handle GetScriptScope()
|
Retrieve the script-side data associated with an entity. |
GetScriptId
|
int GetScriptId()
|
Retrieve the unique identifier used to refer to the entity within the scripting system. |
CNDPlayer
Function | Signature | Description |
---|---|---|
IsCommander
|
bool IsCommander()
|
Get whether or not the player is the commander for their team. |
IsCommanding
|
bool IsCommanding()
|
Get whether or not the player is currently in RTS mode. |
GetSquad
|
handle GetSquad()
|
Returns handle to the player's squad. |
GetSquadNumber
|
int GetSquadNumber()
|
Returns squad index of the player (0 - Alpha, 1 - Bravo, 2 - Charlie, 3 - Delta). |
GetClass
|
int GetClass()
|
Returns class index of the player. |
GetKit
|
int GetKit()
|
Returns kit index of the player. |
GetActiveGizmo
|
int GetActiveGizmo()
|
Returns index of the player's currently selected gizmo. |
IsGizmoActive
|
bool IsGizmoActive(int)
|
Returns whether effect of gizmo is active, either from equipped on player or active gizmo for player's squad. |
IsInCondition
|
bool IsInCondition(int)
|
Returns whether given condition is currently applied to the player. |
GetWeaponByName
|
handle GetWeaponByName(string)
|
Returns handle to weapon owned by player of specified classname or null if unowned. |
GetAmmoCount
|
int GetAmmoCount(int)
|
Returns reserve ammo count of the player of specificed ammo type. |
GiveAmmo
|
void GiveAmmo(int, int)
|
Gives the player ammo of specified type. |
CNDTeam
Function | Signature | Description |
---|---|---|
GetTeamName
|
string GetTeamName()
|
Returns name of the team. |
GetResources
|
int GetResources()
|
Returns resource count of the team. |
SetResources
|
void SetResources(int)
|
Sets resource count of the team. |
GetCommander
|
handle GetCommander()
|
Returns handle to team's commander player. |
GetSquad
|
handle GetSquad(int)
|
Returns handle to indexed squad for the team. |
GetPlayerCount
|
int GetPlayerCount()
|
Returns the number of players in the team. |
GetPlayer
|
handle GetPlayer(int)
|
Returns handle to player at specified index of team players (0-based). |
CNDSquad
Function | Signature | Description |
---|---|---|
GetActiveGizmo
|
int GetActiveGizmo
|
Returns the active gizmo for the squad. |
AddPlayer
|
void AddPlayer(handle)
|
Adds player to the squad. |
RemovePlayer
|
void RemovePlayer(handle)
|
Removes player from the squad. |
HasPlayer
|
bool HasPlayer(handle)
|
Returns whether or not the player is in the squad. |
CNDBaseWeapon
Function | Signature | Description |
---|---|---|
GetClipAmmoCount
|
int GetClipAmmoCount()
|
Returns the current ammo count inside the clip of the weapon. |
SetClipAmmoCount
|
void SetClipAmmoCount(int)
|
Sets the current ammo count inside the clip of the weapon. |
GetAmmoType
|
int GetAmmoType()
|
Returns the ammo type used by the weapon. |
GetMaxClipAmmoCount
|
int GetMaxClipAmmoCount()
|
Returns the maximum amount of ammo that the clip of the weapon can hold. |
GetDefaultClipAmmoCount
|
int GetDefaultClipAmmoCount()
|
Returns the default amount of ammo that the clip of the weapon holds. |
CEnvEntityMaker
CCallChainer
CSimpleCallChainer
regxp
Vector
Other functions
Engine specific
Function | Signature | Description |
---|---|---|
DebugDrawBox
|
void DebugDrawBox(Vector, Vector, Vector, int, int, int, int, float)
|
Draw a debug overlay box |
DebugDrawLine
|
void DebugDrawLine(Vector, Vector, int, int, int, bool, float)
|
Draw a debug overlay box |
DoIncludeScript
|
bool DoIncludeScript(string, handle)
|
Execute a script (internal) |
EntFire
|
function EntFire(target, action, value, delay, activator)
|
Generate and entity i/o event |
GetTeam
|
function GetTeam( int )
|
Returns handle to a team by index. (0 - Unassigned, 1 - Spectators, 2 - Consortium, 3 - Empire) |
RandomFloat
|
float RandomFloat(float, float)
|
Generate a random floating point number within a range, inclusive |
RandomInt
|
int RandomInt(int, int)
|
Generate a random integer within a range, inclusive |
SendToConsole
|
void SendToConsole(string)
|
Send a string to the console as a command |
ShowMessage
|
void ShowMessage(string)
|
Print a hud message on all clients |
Time
|
float Time()
|
Get the current server time |
UniqueString
|
function UniqueString(string)
|
Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table. |