Modding:Lua/Tables/Actormovementcontroller
The mcontroller table sometimes contains functions relating to the actor movement controller.
This section of mcontroller documentation refers to the ActorMovementController lua bindings. There is other documentation referring to the mcontroller table for base MovementControllers.
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RectF
mcontroller.boundBox()
Returns a rect containing the entire collision of the movement controller, in local coordinates.
PolyF
mcontroller.collisionPoly()
Returns the collision poly of the movement controller, in local coordinates.
PolyF
mcontroller.collisionBody()
Returns the collision poly of the movement controller, in world coordinates.
float
mcontroller.mass()
Returns the configured mass of the movement controller.
Vec2F
mcontroller.position()
Returns the current position of the movement controller.
float
mcontroller.xPosition()
Returns the current horizontal position of the movement controller.
float
mcontroller.yPosition()
Returns the current vertical position of the movement controller.
Vec2F
mcontroller.velocity()
Returns the current velocity of the movement controller.
float
mcontroller.xVelocity()
Returns the current horizontal speed of the movement controller.
float
mcontroller.yVelocity()
Returns the current vertical speed of the movement controller.
float
mcontroller.rotation()
Returns the current rotation of the movement controller in radians.
bool
mcontroller.isColliding()
Returns whether the movement controller is currently colliding with world geometry or a PhysicsMovingCollision.
bool
mcontroller.isNullColliding()
Returns whether the movement controller is currently colliding with null world geometry. Null collision occurs in unloaded sectors.
bool
mcontroller.isCollisionStuck()
Returns whether the movement controller is currently stuck colliding. Movement controllers can stick if the stickyCollision
movement parameter is set.
float
mcontroller.stickingDirection()
Returns the angle that the movement controller is currently stuck at, in radians.
float
mcontroller.liquidPercentage()
Returns the percentage of the collision poly currently submerged in liquid.
LiquidId
mcontroller.liquidId()
Returns the liquid ID of the liquid that the movement controller is currently submerged in. If this is several liquids this returns the most plentiful one.
bool
mcontroller.onGround()
Returns whether the movement controller is currently on ground.
void
mcontroller.setAnchorState(EntityId
anchorableEntity, size_t anchorPosition)
Anchors the movement controller to an anchorable entity at the given anchor index.
void
mcontroller.resetAnchorState()
Reset the anchor state.
EntityId
, int
mcontroller.anchorState()
Returns ID of anchored entity and index of the anchor position.
void
mcontroller.setPosition(Vec2F
position)
Sets the position of the movement controller.
void
mcontroller.setXPosition(float
x)
Sets the horizontal position of the movement controller.
void
mcontroller.setYPosition(float
y)
Sets the vertical position of the movement controller.
void
mcontroller.translate(Vec2F
direction)
Moves the movement controller by the vector provided.
void
mcontroller.setVelocity(Vec2F
velocity)
Sets the velocity of the movement controller.
void
mcontroller.setXVelocity(Vec2F
xVelocity)
Sets the horizontal velocity of the movement controller.
void
mcontroller.setYVelocity(Vec2F
yVelocity)
Sets the vertical velocity of the movement controller.
void
mcontroller.addMomentum(Vec2F
momentum)
Adds (momentum / mass) velocity to the movement controller.
void
mcontroller.setRotation(float
angle)
Sets the rotation of the movement controller. Angle is in radians.
ActorMovementParameters
mcontroller.baseParameters()
Returns the base movement parameters.
bool
mcontroller.walking()
Returns whether the actor movement controller is currently walking.
bool
mcontroller.running()
Returns whether the actor movement controller is currently running.
int
mcontroller.movingDirection()
Returns the direction that the actor movement controller is currently moving in. -1 for left, 1 for right.
int
mcontroller.facingDirection()
Returns the facing direction. -1 for left, 1 for right.
bool
mcontroller.crouching()
Returns whether the controller is currently crouching.
bool
mcontroller.flying()
Returns whether the controller is currently flying.
bool
mcontroller.falling()
Returns whether the controller is currently falling.
bool
mcontroller.canJump()
Returns whether the controller can currently jump.
bool
mcontroller.jumping()
Returns whether the controller is currently jumping.
bool
mcontroller.groundMovement()
Returns whether the controller is currently in a ground movement state. Movement controllers can be in ground movement even when onGround returns false.
bool
mcontroller.liquidMovement()
Returns whether the controller is currently in liquid movement mode.
Controls
The actor movement controller has a set of controls. Controls can be set anywhere and are accumulated and evaluated after all scripts are run. Controls will either override previously set controls, or combine them.
Controls are either cleared before every script update, or can be set to be manually cleared.
void
mcontroller.controlRotation(float
rotation)
Rotates the controller. Each control adds to the previous one.
void
mcontroller.controlAcceleration(Vec2F
acceleration)
Controls acceleration. Each control adds to the previous one.
void
mcontroller.controlForce()
Controls force. Each control adds to the previous one.
void
mcontroller.controlApproachVelocity(Vec2F
targetVelocity, float
maxControlForce)
Approaches the targetVelocity using the force provided. If the current velocity is higher than the provided targetVelocity, the targetVelocity will still be approached, effectively slowing down the entity.
Each control overrides the previous one.
void
mcontroller.controlApproachVelocityAlongAngle(float
angle, float
targetVelocity, float
maxControlForce, bool
positiveOnly = false)
Approaches the targetVelocity but only along the provided angle, not affecting velocity in the perpendicular axis. If positiveOnly, then it will not slow down the movementController if it is already moving faster than targetVelocity.
Each control overrides the previous one.
void
mcontroller.controlApproachXVelocity(float
targetVelocity, float
maxControlForce)
Approaches an X velocity. Same as using approachVelocityAlongAngle with angle 0.
Each control overrides the previous one.
void
mcontroller.controlApproachYVelocity(float
targetVelocity, float
maxControlForce)
Approaches a Y velocity. Same as using approachVelocityAlongAngle with angle (Pi / 2).
Each control overrides the previous one.
void
mcontroller.controlParameters(ActorMovementParameters
parameters)
Changes movement parameters. Parameters are merged into the base parameters.
Each control is merged into the previous one.
void
mcontroller.controlModifiers(ActorMovementModifiers
modifiers)
Changes movement modifiers. Modifiers are merged into the base modifiers.
Each control is merged into the previous one.
void
mcontroller.controlMove(float
direction, bool
run)
Controls movement in a direction.
Each control replaces the previous one.
void
mcontroller.controlFace(float
direction)
Controls the facing direction.
Each control replaces the previous one.
void
mcontroller.controlDown()
Controls dropping through platforms.
void
mcontroller.controlCrouch()
Controls crouching.
void
mcontroller.controlJump()
Controls starting a jump. Only has an effect if canJump is true.
void
mcontroller.controlHoldJump()
Keeps holding jump. Will not trigger a new jump, and can be held in the air.
void
mcontroller.controlFly(Vec2F
velocity)
Controls flying in the specified velocity.
Each control overrides the previous one.
bool
mcontroller.autoClearControls()
Returns whether the controller is currently set to auto clear controls before each script update.
void
mcontroller.setAutoClearControls(bool
enabled)
Set whether to automatically clear controls before each script update.
void
mcontroller.clearControls()
Manually clear all controls.
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