Commands/Lua
Reference for console commands, Lua hooks and Lua commands in CS2D.
- Console Commands are entered in console, executed with key-binds, cfg-files or with Lua parse
- Lua Hooks execute Lua when events occur - some have a return value which can change the game behavior
- Lua Commands are used to retrieve game data or to perform actions in Lua scripts
CS2D Console Commands
Lua Hooks
Lua Commands
Category: all (86)
- addbind
- addhook
- ai_aim
- ai_attack
- ai_build
- ai_buy
- ai_debug
- ai_drop
- ai_findtarget
- ai_freeline
- ai_goto
- ai_iattack
- ai_move
- ai_radio
- ai_reload
- ai_respawn
- ai_rotate
- ai_say
- ai_sayteam
- ai_selectweapon
- ai_spray
- ai_use
- checksumfile
- checksumstring
- closehostage
- closeitems
- closeobjects
- closeplayers
- entity
- entitylist
- fow_in
- freehook
- freeimage
- freetimer
- funcs
- game
- hascloseplayers
- hostage
- image
- imagealpha
- imageblend
- imagecolor
- imageframe
- imagehitzone
- imageparam
- imagepos
- imagescale
- inentityzone
- item
- itemtype
- map
- menu
- msg
- msg2
- object
- objectat
- objecttype
- parse
- player
- playerammo
- playerweapons
- projectile
- projectilelist
- randomentity
- randomhostage
- removeallbinds
- removebind
- reqcld
- reqhttp
- setentityaistate
- sethookstate
- stats
- steamstats
- tile
- tileproperty
- timer
- tween_alpha
- tween_animate
- tween_color
- tween_frame
- tween_move
- tween_rotate
- tween_rotateconstantly
- tween_scale
- vars
projectilelistCategories
Parameters
- [list=0] (optional)
- [player=0] (optional)
Info
Returns a list (Lua table) containing projectile key data (IDs and parent player) of all flying or ground projectiles. You can also limit the output to the projectiles of a certain player (player=0 is default and will list projectiles of all players).
The list parameter can either be 0 (default) for all flying projectiles or 1 for all ground projectiles.
Use a "for"-loop and "in pairs" of Lua to process the resulting list properly!
Sample 1: Iterating over list (flying projectiles of all players) using in pairs
local list=projectilelist(0,0)
for _,p in pairs(list) do
print("projectile with ID "..p.id.." of player "..p.player..") - "..projectile(p.id,p.player,"type"))
end
Note: The resulting "list" is actually a Lua table with one sub Lua table per projectile in it. The sub tables have the fields/indices "id" and "player" which contain the ID and the player who launched the projectile
Attention: There can be multiple projectiles with the same ID (each player has its own projectile ID-space)! That's why you have to specify the ID and the player because only the combination of those two values is unique and therefore suited to address a certain unique projectile
Categories
Parameters
- [list=0] (optional)
- [player=0] (optional)
Info
Returns a list (Lua table) containing projectile key data (IDs and parent player) of all flying or ground projectiles. You can also limit the output to the projectiles of a certain player (player=0 is default and will list projectiles of all players).
The list parameter can either be 0 (default) for all flying projectiles or 1 for all ground projectiles.
Use a "for"-loop and "in pairs" of Lua to process the resulting list properly!
Sample 1: Iterating over list (flying projectiles of all players) using in pairs
The list parameter can either be 0 (default) for all flying projectiles or 1 for all ground projectiles.
Use a "for"-loop and "in pairs" of Lua to process the resulting list properly!
Sample 1: Iterating over list (flying projectiles of all players) using in pairs
local list=projectilelist(0,0)
for _,p in pairs(list) do
print("projectile with ID "..p.id.." of player "..p.player..") - "..projectile(p.id,p.player,"type"))
end
for _,p in pairs(list) do
print("projectile with ID "..p.id.." of player "..p.player..") - "..projectile(p.id,p.player,"type"))
end
Note: The resulting "list" is actually a Lua table with one sub Lua table per projectile in it. The sub tables have the fields/indices "id" and "player" which contain the ID and the player who launched the projectile
Attention: There can be multiple projectiles with the same ID (each player has its own projectile ID-space)! That's why you have to specify the ID and the player because only the combination of those two values is unique and therefore suited to address a certain unique projectile