Prototype of a custom input.
help() | → string |
All methods and properties that this object supports. |
All methods and properties that this object supports. |
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name [R] | :: string |
Name of this prototype. |
Name of this prototype. |
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order [R] | :: string |
The string used to alphabetically sort these prototypes. |
The string used to alphabetically sort these prototypes. |
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localised_name [R] | :: LocalisedString |
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localised_description [R] | :: LocalisedString |
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key_sequence [R] | :: string |
The default key sequence for this custom input. |
The default key sequence for this custom input. |
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alternative_key_sequence [R] | :: string? |
The default alternative key sequence for this custom input, if any |
The default alternative key sequence for this custom input, if any |
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controller_key_sequence [R] | :: string? |
The default controller key sequence for this custom input, if any |
The default controller key sequence for this custom input, if any |
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controller_alternative_key_sequence [R] | :: string? |
The default controller alternative key sequence for this custom input, if any |
The default controller alternative key sequence for this custom input, if any |
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linked_game_control [R] | :: string? |
The linked game control name, if any. |
The linked game control name, if any. |
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consuming [R] | :: string |
The consuming type: |
The consuming type: |
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action [R] | :: string |
The action that happens when this custom input is triggered. |
The action that happens when this custom input is triggered. |
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enabled [R] | :: boolean |
Whether this custom input is enabled. |
Whether this custom input is enabled. |
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enabled_while_spectating [R] | :: boolean |
Whether this custom input is enabled while using the spectator controller. |
Whether this custom input is enabled while using the spectator controller. |
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enabled_while_in_cutscene [R] | :: boolean |
Whether this custom input is enabled while using the cutscene controller. |
Whether this custom input is enabled while using the cutscene controller. |
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include_selected_prototype [R] | :: boolean |
Whether this custom input will include the selected prototype (if any) when triggered. |
Whether this custom input will include the selected prototype (if any) when triggered. |
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item_to_spawn [R] | :: LuaItemPrototype? |
The item that gets spawned when this custom input is fired, if any. |
The item that gets spawned when this custom input is fired, if any. |
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valid [R] | :: boolean |
Is this object valid? |
Is this object valid? |
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object_name [R] | :: string |
The class name of this object. |
The class name of this object. |
All methods and properties that this object supports.
Name of this prototype.
The string used to alphabetically sort these prototypes. It is a simple string that has no additional semantic meaning.
The default key sequence for this custom input.
The default alternative key sequence for this custom input, if any
The default controller key sequence for this custom input, if any
The default controller alternative key sequence for this custom input, if any
The linked game control name, if any.
The consuming type: "none"
or "game-only"
.
The action that happens when this custom input is triggered.
Whether this custom input is enabled. Disabled custom inputs exist but are not used by the game.
Whether this custom input is enabled while using the spectator controller.
Whether this custom input is enabled while using the cutscene controller.
Whether this custom input will include the selected prototype (if any) when triggered.
The item that gets spawned when this custom input is fired, if any.
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.
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.