Building
A building script object represents a single building on the battlefield. This might be something as big as a garrisonable building or a section of wall fortification, or it could be as small as a crate or a barrel. Building script objects can be used to query or modify the subject building, and can also be passed to certain functions that take a building as an argument.
Loaded in Campaign | |
Loaded in Battle | |
Loaded in Frontend |
A building script object may be sourced from the battle_buildings
list object.
-
building:position()
-
Returns a
battle_vector
representing the position of the building. The vector will be positioned at the pivot point of the building, which is not necessarily at its centre.Returns:
building positionbattle_vector
-
building:central_position()
-
Returns a
battle_vector
representing the centre position of the building.Returns:
centre positionbattle_vector
-
building:orientation()
-
Returns the orientation of the building in degrees.
Returns:
orientationnumber
-
building:alliance_owner_id()
-
Returns the number of the
battle_alliance
that owns the building. If nobody owns this building then -1 is returned.Returns:
alliance owner idnumber
-
building:name()
-
Returns the name of the building.
Returns:
namestring
-
building:category()
-
Returns the category of this building, from the
battlefield_building_categories
database table.Returns:
building categorystring
-
building:health()
-
Returns the health of the building as a unary value (between 0 and 1).
Returns:
healthnumber
-
building:has_gate()
-
Returns whether this building contains a gate or not.
Returns:
contains gateboolean
-
building:is_fort_wall()
-
Returns whether this building is a fort wall or not.
Returns:
is fort wallboolean
-
building:is_fort_tower()
-
Returns whether this building is a fort tower or not.
Returns:
is fort towerboolean
-
building:is_selectable()
-
Returns whether this building is selectable or not. Qualifying buildings can be selected and issued orders, such as certain towers.
Returns:
is selectableboolean
-
building:next()
-
Returns the next fort wall building, if this building is part of a wall. If this building is not part of a wall then nil is returned.
Returns:
next buildingbattle_building
-
building:previous()
-
Returns the previous fort wall building, if this building is part of a wall. If this building is not part of a wall then nil is returned.
Returns:
previous buildingbattle_building
-
building:hide()
-
Hides the building, making it invisible.
Returns:
nil
-
building:show()
-
Shows the building after it has been hidden with
building:hide
.Returns:
nil
-
building:change_on_fire(boolean
set on fire)
-
Sets the building on fire or not (if it is able to burn).
Parameters:
1
boolean
set on fire
Returns:
nil
-
building:change_immune_to_catching_fire(boolean
is flammable)
-
Sets whether the building can burn or not.
Parameters:
1
boolean
is flammable
Returns:
nil
-
building:change_immune_to_fire_damage(boolean
takes damage)
-
Sets whether the building takes damage from burning or not.
Parameters:
1
boolean
takes damage
Returns:
nil
-
building:change_is_destructible(boolean
takes damage)
-
Sets whether the building takes damage at all.
Parameters:
1
boolean
takes damage
Returns:
nil
-
building:destroy()
-
Destroys the building.
Returns:
nil