User:Monster Iestyn/Lua scripting tutorial/Freeslots and Object resources
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This article or section is incomplete. It doesn't have all of the necessary core information on this topic. Please help the SRB2 Wiki by finishing this article. |
Declaring freeslots in Lua
SOC-style definition | Lua-style definition |
---|---|
Freeslot MT_OBJECTTYPE S_STATENAME SPR_SPRT sfx_custom |
freeslot(
"MT_OBJECTYPE",
"S_STATENAME",
"SPR_SPRT",
"sfx_custom"
)
|
Object types
SOC-style definition | Lua-style definition (longhand) | Lua-style definition (shorthand) |
---|---|---|
Object MT_PLAYER MapThingNum = -1 SpawnState = S_PLAY_STND SpawnHealth = 1 SeeState = S_PLAY_RUN1 SeeSound = sfx_None ReactionTime = 0 AttackSound = sfx_thok PainState = S_PLAY_PAIN PainChance = MT_THOK PainSound = sfx_None MeleeState = S_NULL MissileState = S_PLAY_ATK1 DeathState = S_PLAY_DIE XDeathState = S_NULL DeathSound = sfx_None Speed = 1 Radius = 16*FRACUNIT Height = 48*FRACUNIT DispOffset = 0 Mass = 1000 Damage = MT_THOK ActiveSound = sfx_None Flags = MF_SOLID|MF_SHOOTABLE RaiseState = MT_THOK |
mobjinfo[MT_PLAYER] = {
doomednum = -1,
spawnstate = S_PLAY_STND,
spawnhealth = 1,
seestate = S_PLAY_RUN1,
seesound = sfx_None,
reactiontime = 0,
attacksound = sfx_thok,
painstate = S_PLAY_PAIN,
painchance = MT_THOK,
painsound = sfx_None,
meleestate = S_NULL,
missilestate = S_PLAY_ATK1,
deathstate = S_PLAY_DIE,
xdeathstate = S_NULL,
deathsound = sfx_None,
speed = 1,
radius = 16*FRACUNIT,
height = 48*FRACUNIT,
dispoffset = 0,
mass = 1000,
damage = MT_THOK,
activesound = sfx_None,
flags = MF_SOLID|MF_SHOOTABLE,
raisestate = MT_THOK
}
|
mobjinfo[MT_PLAYER] = {
-1,
S_PLAY_STND,
1,
S_PLAY_RUN1,
sfx_None,
0,
sfx_thok,
S_PLAY_PAIN,
MT_THOK,
sfx_None,
S_NULL,
S_PLAY_ATK1,
S_PLAY_DIE,
S_NULL,
sfx_None,
1,
16*FRACUNIT,
48*FRACUNIT,
0,
1000,
MT_THOK,
sfx_None,
MF_SOLID|MF_SHOOTABLE,
MT_THOK
}
|
States
SOC-style definition | Lua-style definition (longhand) | Lua-style definition (shorthand) |
---|---|---|
State S_FLAMEJETFLAMEB1 SpriteName = DFLM SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|B Duration = 1 Action = A_MoveRelative Var1 = 0 Var2 = 5 Next = S_FLAMEJETFLAMEB2 |
states[S_FLAMEJETFLAMEB1] = {
sprite = SPR_DFLM,
frame = FF_FULLBRIGHT|TR_TRANS40|B,
tics = 1,
action = A_MoveRelative,
var1 = 0,
var2 = 5,
nextstate = S_FLAMEJETFLAMEB2
}
|
states[S_FLAMEJETFLAMEB1] = {SPR_DFLM, FF_FULLBRIGHT|TR_TRANS40|B, 1, A_MoveRelative, 0, 5, S_FLAMEJETFLAMEB2}
|
Sounds
SOC-style definition | Lua-style definition (longhand) | Lua-style definition (shorthand) |
---|---|---|
Sound sfx_rumble Singular = 0 Priority = 64 Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND |
sfxinfo[sfx_rumble] = {
singular = false,
priority = 64,
flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND
}
|
sfxinfo[sfx_rumble] = {false, 64, SF_X4AWAYSOUND|SF_X8AWAYSOUND}
|