Multiplayer
Alliance flags
Alliance:Self = 0b0001
Alliance:Ally = 0b0010
Alliance:Enemy = 0b0100
Alliance:Neutral = 0b1000
Alliance flags represent the alliance status between two players. See Alliance for more information on what these flags mean.
Alliance:Friendly = 0b0011
Alliance:NotFriendly = 0b1100
Alliance:All = 0b1111
Alliance:None = 0b0000
These compound alliance flags make it convenient to filter for multiple alliance statuses.
Alliance:Friendly
is equivalent to Alliance:Self | Alliance:Ally
,
and Alliance:NotFriendly
is equivalent to Alliance:Enemy | Alliance:Neutral
.
Alliance:All
includes all forms of alliance and Alliance:None
represents no alliances.
Alliance
Alliance(a, b) -> flags
Alliance
can be used to determine the alliance status between two entities.
It first looks up who owns the entity
according to what its Owner property is set to,
and then determines the alliance status of the two owners
by looking at their Team properties.
It can return one of four flags:
Alliance:Self
if the two entities owned by the same playerAlliance:Neutral
if at least one of the entities is not on any teamAlliance:Ally
if the two entities are on the same teamAlliance:Enemy
if the two entities are on different teams
If any parameter is nullish, returns Alliance:Neutral
.
ChatEnabledDropdown
ChatEnabledDropdown(width?=, [ui])
Creates a dropdown in the user interface that allows the current player to change whether or not they can see the chat controls when in-game.
width
(Number): the width of the chat editor inem
units.ui
(UI): the slot in the user interface to insert the dropdown element.
ChatEnabledIntent
ChatEnabledIntent(enabled) -> intent
Returns an intent to change whether chat is enabled or disabled. Attach the intent to a button Button to trigger it.
- enabled (Boolean): Whether to enable or disable chat.
ChatEnabledToggle
ChatEnabledToggle([ui=]) |use ui:whenOn, use ui:whenOff| { }
Creates an element in the user interface that allows the player to toggle the chat panel on or off.
ui
(UI): The slot in the user interface where the element will be inserted.
Subblock: The subblock will be called immediately to populate the element's content.
The subblock is optional as there are defaults for both the on and off states.
Use the %ui:whenOn { ... }
syntax to populate one of the slots,
see UI for more information.
ui:whenOn
(UI): populate this slot with the content that should be displayed when the chat is enabled. If left empty, will display a default button that will toggle the chat to off.ui:whenOff
(UI): populate this slot with the content that should be displayed when the chat is disabled If left empty, will display a default button that will toggle the chat to on.
Owner
this.Owner -> player
this.Owner = player
Gets or sets the owner of an entity. The owner must be a player entity.
PerformanceDialogIntent
PerformanceDialogIntent(show) -> intent
Returns an intent to change whether performance dialog is shown or hidden. Attach the intent to a button Button to trigger it.
- show (Boolean): Whether to show or hide the performance dialog.
PerformanceDialogToggle
PerformanceDialogToggle([ui=]) |use ui:whenShowing, use ui:whenHidden| { }
Creates an element in the user interface that allows the player to toggle the performance dialog on or off. This dialog allows the player to view and modify their input latency settings.
ui
(UI): The slot in the user interface where the element will be inserted.
Subblock: The subblock will be called immediately to populate the element's content.
The subblock is optional and is only needed if you want to override the default toggle button styling.
Use the %ui:whenShowing { ... }
syntax to populate one of the slots,
see UI for more information.
ui:whenShowing
(UI): populate this slot with the content that should be displayed when the performance dialog is showing. If left empty, will display a default button that will toggle the performance dialog to hidden.ui:whenHidden
(UI): populate this slot with the content that should be displayed when the performance dialog is hidden. If left empty, will display a default button that will toggle the performance dialog to showing.
Team
owner.Team -> team
Gets the team
Entity of the given owner
player Entity.
If the player has not been assigned to a team,
the player is considered to be on an individual team of one,
and so this will return the original owner
Entity.
If the owner
is nullish or not a player entity, returns undefined
.
owner.Team = team
Sets the team for a given owner
player Entity.
The team
must be an Entity,
and the entity cannot be a player Entity.
The best thing to do is to Spawn a new entity
to represent each team in your game.
Throws an error if owner
is an Entity but is not a player Entity.
Does nothing is owner
is nullish.