Custom E2 functions[]
Life Support[]
entity:rdGetCapacity(S)[]
Returns how much the entity can hold of S resource if entity is a node.
entity:rdGetAmount(S)[]
Returns how much the entity has of S resource if entity is a node.
entity:rdGetUnitCapacity(S)[]
Unknown (same as rdGetAmount(S)?)
entity:pump(entity ent2,string res,number amount)[]
Modifies the entity with the given settings if entity is a pump. Connects entity to ent2 if both are Life Support pumps.
entity:link(entity ent2)[]
Links ent2 to the entity if entity is a node and ent2 is a Life Support compatible entity.
entity:unLink(entity ent2)[]
Unlinks ent2 from entity if entity is a node and ent2 is a Life Support compatible entity, and linked to entity. If no ent2 is specified, entity will unlink from all entities it is currently linked to if entity is a node.
Spacebuild[]
sbGetPlanets()[]
Returns an array of entities, the entities are all the planets
sbGetStars()[]
Same as above, just with stars. (This function doesn't work on the current map that aurora is running.)
entity:sbGetEnvironment()[]
Returns a table with enviroment information
General E2[]
format(string)[]
example: 123456789 will be changed to 123,456,789
entity:sequenceGet()[]
Gets the current Sequence of the Entity
entity:sequenceLookUp(string name)[]
Looks up the Sequence by Name example Idle = NPC:sequenceLookup("idle")
entity:sequenceDuration(string name)[]
Gets the Duration of the Named Sequence, usefull to time several Sequences
entity:sequenceSet(number id)[]
Sets the Sequence. Doesn't override
entity:sequenceReset(number id)[]
Resets the Sequence. Overrides the Current Sequence and Resets it
entity:sequenceSetCycle(number frame)[]
Sets the Sequence to a specific frame (you might want to set it to 0 to fix errors)
entity:sequenceSetRate(number speed)[]
Sets the Sequence speed
entity:setPoseParameter(string param, number value)[]
Sets the Called Parameter. For example: Turret:setPoseParameter("aim_yaw",N) You can lookup the Names in the Modelviewer. Download page: http://chumbalum.swissquake.ch/hlmv/index.html
entity:getWirelink()[]
this returns a wirelink from the given entity, if this entity is a wire entity given example will make a wirelink with the wire entity that the chip is welded to example: Wirelink = entity():isWeldedTo():getWirelink()
entity:makeWirelink()[]
Makes a wirelink on the given entity, if the entity is a wire entity
entity:removeWirelink()[]
Removes a wirelink on the given entity, if the entity is a wire entity
entity:particleCreate(string particle, vector pos, angle ang)[]
Creates a partice at a specific vector and angle
entity:particleAttach(string particle)[]
Attaches a Particle to the Entity
entity:particleBeam(string particle, entity ent)[]
Creates a Particle Beam between the current and selected entity ATTN: you cannot target Players
entity:particleStop()[]
Stops the Particle/ParticleBeam
fx(string effect, vector origin, vector start, angle ang, magnitude, scale)[]
Creates a fx (Tracers etc.)
Aurora[]
entity:isVip()
Returns 1 if entity is VIP
entity:isModerator()[]
Returns 1 if entity is Moderator
entity:isAdmin()[]
Returns 1 if entity is Admin
entity:isSuperAdmin()[]
Returns 1 if entity is SuperAdmin
entity:isOwner()[]
Returns 1 if entity is Owner
entity:credits()[]
Returns the amount of credits the given entity has
entity:score()[]
Returns the amount of score the given entity has
entity:giveCredits(number amount)[]
You give the given entity X amount if credits, if the entity is a player
N=resourcePrice(string res)[]
Returns the sell price of X resource