Package openmw.self
Provides full access to the object the script is attached to.
All fields and function of GameObject are also available for openmw.self.
Usage
local self = require('openmw.self')
local types = require('openmw.types')
if self.type == types.Player then -- All fields and functions of `GameObject` are available.
self:sendEvent("something", self.position)
end
Type Self
| Self.controls |
Movement controls (only for actors) |
| Self.enableAI(Self, v) |
Enables or disables standard AI (enabled by default). |
| Self.isActive(Self) |
Returns true if the script isActive (the object it is attached to is in an active cell). |
| Self.object |
The object the script is attached to (readonly) |
Type ATTACK_TYPE
Type ActorControls
| ActorControls.jump |
If true - initiate a jump |
| ActorControls.movement |
+1 - move forward, -1 - move backward |
| ActorControls.pitchChange |
Look down (radians); if negative - look up |
| ActorControls.run |
true - run, false - walk |
| ActorControls.sideMovement |
+1 - move right, -1 - move left |
| ActorControls.sneak |
If true - sneak |
| ActorControls.use |
Activates the readied weapon/spell according to a provided value. For weapons, keeping this value modified will charge the attack until set to ATTACK_TYPE.NoAttack. If an #ATTACK_TYPE not appropriate for a currently equipped weapon provided - an appropriate #ATTACK_TYPE will be used instead. |
| ActorControls.yawChange |
Turn right (radians); if negative - turn left |
Type Self
Extends openmw.core#GameObject
Field(s)
- #ActorControls Self.controls
-
Movement controls (only for actors)
- Self.enableAI(Self, v)
-
Enables or disables standard AI (enabled by default).
Parameters
-
Self: -
#boolean v:
-
- Self.isActive(Self)
-
Returns true if the script isActive (the object it is attached to is in an active cell).
If it is not active, then
openmw.nearbycan not be used.Parameter
-
Self:
Return value
#boolean:
-
- openmw.core#GameObject Self.object
-
The object the script is attached to (readonly)
Type ATTACK_TYPE
Field(s)
- #number ATTACK_TYPE.Any
- #number ATTACK_TYPE.Chop
- #number ATTACK_TYPE.NoAttack
- #number ATTACK_TYPE.Slash
- #number ATTACK_TYPE.Thrust
Type ActorControls
Allows to view and/or modify controls of an actor.
All fields are mutable.
Field(s)
- #boolean ActorControls.jump
-
If true - initiate a jump
- #number ActorControls.movement
-
+1 - move forward, -1 - move backward
- #number ActorControls.pitchChange
-
Look down (radians); if negative - look up
- #boolean ActorControls.run
-
true - run, false - walk
- #number ActorControls.sideMovement
-
+1 - move right, -1 - move left
- #boolean ActorControls.sneak
-
If true - sneak
- #ATTACK_TYPE ActorControls.use
-
Activates the readied weapon/spell according to a provided value. For weapons, keeping this value modified will charge the attack until set to ATTACK_TYPE.NoAttack. If an #ATTACK_TYPE not appropriate for a currently equipped weapon provided - an appropriate #ATTACK_TYPE will be used instead.
- #number ActorControls.yawChange
-
Turn right (radians); if negative - turn left