watch 01:36
We're Getting Mutants in the MCU - The Loop
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void Dash( Exor::Entity::Id entity, Exor::Entity::Id source ); void StopDash( Exor::Entity::Id entity); bool IsDashing( Exor::Entity::Id entity ); void SendBuildingBuildEvent( Exor::Entity::Id entity, bool upgrade ); void SendBuildingSellEndEvent( Exor::Entity::Id entity ); void ShowTimeoutSoundEvent( Exor::Entity::Id entity, float timeOut, const char * sound, bool positive ); void ChangeToWreck( Exor::Entity::Id entity, const Exor::String & damageType, float damagePercentage, const Exor::String & wreckMaterial, float minWreckSpeed ); void RequestDestroyPattern( Exor::Entity::Id entity, const Exor::String & destroyPattern ); void RequestDestroyPattern( Exor::Entity::Id entity, const Exor::String & destroyPattern, bool destroyEntity ); void ChangeAIGroupsToAggressive( Exor::Entity::Id aroundEntity, float radius, bool disbandGroup ); void MarkEntityAsLootContainer( Exor::Entity::Id entity, WeaponRarity rarity ); void ChangeInteractiveEntityStatus( Exor::Entity::Id entity , bool enabled ); float GetUnitCurrentSpeed( Exor::Entity::Id entity ); void EnableVegetationChain( Exor::Entity entity ); void DisableVegetationChain( Exor::Entity entity ); void RemovePropsInEntityBounds( Exor::Entity::Id entity ); void RemoveTypesInEntityBounds( Exor::Entity::Id entity, const Exor::String & types ); void CombineDatabase( Exor::Entity::Id entity, Exor::Database * db ); void HighlightEntity( Exor::Entity ent, float time ); bool EnsureGatherableComponent( Exor::Entity entity ); std::pair<Exor::String, float> GetResourceAmount( Exor::Entity entity ); void ChangeResourceAmount( Exor::Entity entity, float value ); Exor::Vector< std::pair<Exor::String, float> > GetGatherableResources( Exor::Entity entity ); float GetGatherResourceAmount( Exor::Entity entity, const Exor::String resourceName ); void ChangeGatherResourceAmount( Exor::Entity entity, const Exor::String resourceName, float value ); void AddEntityMod( Exor::Entity entity, const Exor::String & name, const Exor::String & modType, const Exor::String & modValue ); void RemoveEntityMod( Exor::Entity entity, const Exor::String & name, const Exor::String & modType ); void SetRotateToTargetAngularSpeed( Exor::Entity entity, float angularSpeed ); EntityIds GetChildren( Entity::Id entity, bool recursive ) const; Entity::Id GetChildByName( Entity::Id entity, const Exor::String & name ) const; Entity::Id GetParent( Entity::Id entity ); String GetName( Entity::Id entity ); String GetGroup( Entity::Id entity ); String GetType( Entity::Id entity ); String GetBlueprintName( Entity::Id entity ); TeamId GetTeam( Entity::Id entity ); void SetName( Entity::Id entity, const String & name ); void SetGroup( Entity::Id entity, const String & name ); void SetParent( Entity::Id entity, Entity::Id parent ); float GetPositionX( Entity::Id entity ) const; float GetPositionY( Entity::Id entity ) const; float GetPositionZ( Entity::Id entity ) const; Vector3 GetPosition( Entity::Id entity ) const; Vector3 GetLocalPosition( Entity::Id entity ) Vector3 GetScale( Entity::Id entity ) const; Vector3 GetBoundsSize( Entity::Id entity ) const; Entity::Id SpawnEntity( IdString blueprint, const Vector3 & pos, const Quaternion & orient, TeamId team ); Entity::Id SpawnEntity( const String & blueprint, const Vector3 & pos, TeamId team ); Entity::Id SpawnEntity( const String & blueprint, float x, float y, float z, const String & team ); Entity::Id SpawnEntity( const String & blueprint, const String & spawnPointName, const String & team ); Entity::Id SpawnEntity( const String & blueprint, Entity::Id entity, const String & team ); Entity::Id SpawnEntity( const String & blueprint, Entity::Id entity, TeamId team ); Entity::Id SpawnEntity( const String & blueprint, Entity::Id entity, const String & attachment, const String & team ); Entity::Id SpawnEntity( const String & blueprint, Entity::Id entity, const String & attachment, TeamId team ); Entity::Id SpawnAndAttachEntity( const String & blueprint, Entity::Id entity ); Entity::Id SpawnAndAttachEntity( const String & blueprint, Entity::Id entity, const String & attachment, const String & team ); Entity::Id SpawnAndAttachEntity( Entity::Id entity, const String & attachment); void SpawnEntities( const String & blueprint, const String & spawnPointName, const String & team ); void SpawnEntities( const String & blueprint, const String & spawnPointName, const String & team, const String &groupName ); Entity::Id SpawnEntity( IdString blueprint, const Vector3 & pos, const Quaternion & orient ); Entity::Id SpawnEntity( Entity::Id target ); Entity::Id CreateEntity( IdString blueprint ); void AttachEntity( Entity::Id entity, Entity::Id parent ); void AttachEntity( Entity::Id entity, Entity::Id parent, const String & attachment ); void DetachEntity( Entity::Id entity ); void CreateLifeTime( Entity::Id entity, float time, const String & type ); float GetLifeTime( Entity::Id entity ); void RemoveLifeTime( Entity::Id entity ); void CreateOrSetLifetime( Entity::Id entity, float time, const String & type ); void EnableCollisions( Entity::Id entity ); void DisableCollisions( Entity::Id entity ); void ChangeGravityAffected( Entity::Id entity, bool value ); void EnableCollisionsByGroup( Entity::Id entity, const String & group ); void DisableCollisionsByGroup( Entity::Id entity, const String & group ); void EnableCollision( Entity::Id entity, const String & name ); void DisableCollision( Entity::Id entity, const String & name ); void ChangeToDynamic( Entity::Id entity, Exor::String physicMaterialName, Exor::String physicGroupId, int dominance, float mass, float damping, float size ); void PhysicsSleepNotify( Entity::Id entity, bool flag ); void PhysicsSleep( Entity::Id entity ); void PhysicsWakeUp( Entity::Id entity ); Exor::Aabb GetPhysicsWorldAabb(Entity::Id entity, int objectIdx ); void RemoveComponent( Entity::Id entity, const String & name ); bool HasComponent(Entity::Id entity, const String& name); void DissolveEntity( Entity::Id entity, float duration ); void DissolveEntity( Entity::Id entity, float duration, float delay ); void RemoveEntity( Entity::Id entity ); void RemoveEntity( Entity::Id entity, float delay ); bool IsAlive( Entity::Id entity ); void RegisterLua( Lua & lua ) override; void Rotate( Entity::Id, float x, float y, float z, float angle); void Teleport( Entity::Id entity, Entity::Id toEntity ); void SetScale( Entity::Id entity, float x, float y, float z ); void SetPosition( Entity::Id entity, float x, float y, float z ); void SetPosition( Entity::Id entity, Vector3 pos ); void SetOrientation( Entity::Id entity, float x, float y, float z, float angle ); void SetPhysicsScale( Entity::Id entity, float x, float y, float z ); void SetNavMeshScale( Entity::Id entity, float x, float y, float z ); void SetForward( Entity::Id entity, float x, float y, float z ); float GetAngleBetween( Entity::Id entity1, Entity::Id entity2 ); float GetAngleTo( Entity::Id entity1, Entity::Id entity2 ); float GetDistanceBetween( Entity::Id entity1, Entity::Id entity2 ); float GetDistance2DBetween( Entity::Id entity1, Entity::Id entity2 ); bool HasInArc( Entity::Id entity1, Entity::Id entity2, float minAngle, float maxAngle ); TeamId GetTeam( const String & team ); TeamMask GetTeamMask( const String & mask ); void SetTeam( Entity::Id entity, const String & team ); bool HasTeam( Entity::Id entity ); bool CompareTeam( Entity::Id entity, const String & team ); bool IntersectTeamMask( Entity::Id entity, const String & teamMask ); void ChangeCharacterControllerGroupId( Entity::Id entity, const String & groupId ); void ChangePhysicsGroupId( Entity::Id entity, const String & groupId ); void ChangeType( Entity::Id entity, const String & type ); bool CompareType( Entity::Id entity, const String & type ); bool CompareType( Entity::Id entity1, Entity::Id entity2 ); Exor::String GetMeshName( Entity::Id entity ); void ChangeMesh( Entity::Id entity, Exor::String meshName ); void ChangeMaterial( Entity::Id entity, const String & materialName ); void SetMaterial( Entity::Id entity, const String & materialName, const String & slot ); void SetSubMeshMaterial( Entity::Id entity, const String & materialName, int submesh, const String & slot ); void RemoveMaterial( Entity::Id entity, const String & slot ); bool IsSkinned( Entity::Id entity ); String GetOverridenMaterial( Entity::Id entity ); Vector<String> GetOverridenMaterials( Entity::Id entity ); void FadeEntityIn( Entity::Id entity, float timer ); void FadeEntityOut( Entity::Id entity, float timer ); void SetVisible( Entity::Id entity, bool visible ); void SetGraphicsUniform( Entity::Id entity, const String & uniformName, float x ); void SetSubmeshGraphicsUniform( Entity::Id entity, int submesh, const String & uniformName, float x ); void SetGraphicsUniform( Entity::Id entity, const String & uniformName, float x, float y ); void SetGraphicsUniform( Entity::Id entity, const String & uniformName, float x, float y, float z ); void SetGraphicsUniform( Entity::Id entity, const String & uniformName, float x, float y, float z, float w ); Entity::Id CullNavMeshUnderEntity( Entity::Id entity, float radius ); void SetLightRange( Entity::Id entity, float range ); void SetLightColor( Entity::Id entity, float r, float g, float b, float a ); void SetLightShadowCaster( Entity::Id entity, bool shadowCaster ); static int QueueEvent( lua_State * L ); Optional<TypeInstance> GetComponent( Exor::Entity entity, const char * componentName ); Optional<TypeInstance> CreateComponent( Exor::Entity entity, const char * componentName ); ComponentId GetComponentId( const char* componentName ); void LoadMissingDatabaseKeysFromBlueprint( Exor::Entity entity ); GetBlueprintDatabase( entity ) GetBlueprintDatabase( blueprint_name: string ) CreateQuickSandSinkMovement( entity, float duration) EntityService:GetWorldTransform( entity ) void RemoveGraphicsUniform( entity: number, uniform_name: string )