LuaGenericOnOffControlBehavior
extends
LuaControlBehavior
An abstract base class for behaviors that support switching the entity on or off based on some condition.
help
()
→ string
All methods and properties that this object supports.
disabled
:: boolean
[Read]
If the entity is currently disabled because of the control behavior.
circuit_condition
:: CircuitConditionDefinition
[Read/Write]
The circuit condition.
Tell an entity to be active (e.g. a lamp to be lit) when it receives a circuit signal of more than 4 chain signals.
a_behavior.circuit_condition = {condition={comparator=">",
first_signal={type="item", name="rail-chain-signal"},
constant=4}}
condition
may be nil
in order to clear the circuit condition.
logistic_condition
:: CircuitConditionDefinition
[Read/Write]
The logistic condition.
Tell an entity to be active (e.g. a lamp to be lit) when the logistics network it's connected to has more than four chain signals.
a_behavior.logistic_condition = {condition={comparator=">",
first_signal={type="item", name="rail-chain-signal"},
constant=4}}
condition
may be nil
in order to clear the logistic condition.
connect_to_logistic_network
:: boolean
[Read/Write]
true
if this should connect to the logistic network.
valid
:: boolean
[Read]
Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false
. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.
object_name
:: string
[Read]
The class name of this object. Available even when valid
is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.