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
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