Does not alter the functional handedness requirement of the item. Sets whether the item should be visually held with both hands. Sets the arm image frame that the item should use when held in front of the player, or clears it to the default rotation arm frame if no frame is specified. Sets the arm image frame that the item should use when held behind the player, or clears it to the default rotation arm frame if no frame is specified. Sets whether the owner is visually holding the item. Necessary if, for example, an item needs to aim behind the owner. Similar to activeItem.aimAngleAndDirection but only returns the aim angle that would be calculated with the entity's current facing direction. This takes into account the position of the shoulder, distance of the hand from the body, and a lot of other complex factors and should be used to control aimable weapons or tools based on the owner's aim position.įloat activeItem.aimAngle( float aimVerticalOffset, Vec2F targetPosition) Returns a table containing the `float` aim angle and `int` facing direction that would be used for the item to aim at the specified target position with the specified vertical offset. LuaTable activeItem.aimAngleAndDirection( float aimVerticalOffset, Vec2F targetPosition) Takes an input position (defaults to ) relative to the item and returns a position relative to the owner entity. Returns the name of the hand that the item is currently held in, which can be "primary" or "alt". Single-handed items held in the off hand will receive right click as "primary" rather than "alt". Returns the current fire mode of the item, which can be "none", "primary" or "alt". Returns the power multiplier of the owner entity. Returns the world aim position of the owner entity. Returns the damage team of the owner entity. Returns the entity id of the owner entity.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |