Allows for the registration of custom console commands. Similarly to event subscriptions, these don't persist through a save-and-load cycle.
add_command(name, help, function) | Add a custom console command. |
remove_command(name) → boolean | Remove a custom console command. |
commands :: dictionary string → LocalisedString [R] | Lists the custom commands registered by scripts through LuaCommandProcessor . |
game_commands :: dictionary string → LocalisedString [R] | Lists the built-in commands of the core game. |
object_name :: string [R] | This object's name. |
Add a custom console command.
The function registered to the command is passed a table when the command is invoked. This table contains:
nil
if it was issued from the server console.
/help
command.name
of a game command or the name of a custom command that is already in use will result in an error.print_tick
that prints the current tick to either the player issuing the command or to everyone on the server, depending on the command parameter. It shows the usage of the table that gets passed to any function handling a custom command. This specific example makes use of the tick
and the optional player_index
and parameter
fields. The user is supposed to either call it without any parameter ("/print_tick"
) or with the "me"
parameter ("/print_tick me"
).
commands.add_command("print_tick", nil, function(command)
if command.player_index ~= nil and command.parameter == "me" then
game.get_player(command.player_index).print(command.tick)
else
game.print(command.tick)
end
end)
Remove a custom console command.
false
if the command didn't exist. Lists the custom commands registered by scripts through LuaCommandProcessor
.
Lists the built-in commands of the core game. The wiki has an overview of these.
This object's name.