Nebtown Wiki
Advertisement

Nebtown has some exclusive custom lua, not included in regular wire svn.


It is automatically downloaded and run for you, whenever you're on Nebtown, so you don't need to manually download.



Entities/Arrays of Entities[]

FunctionReturnsDescription
E:ignite()Ignites for 60 seconds
E:ignite(n)Ignites for n seconds
E:ignite(n,n)Ignites for n seconds, and the fire will spread to props within a radius of n2
E:extinguish()
E:setNoDraw(n)Disables all visual rendering for the object (1 on, 0 normal)
E:setNoShadow(n)
Disables all shadow rendering for the object (1 on, 0 normal)
E:setDisableGravity(n)(1 on, 0 normal)
E:setNotSolid(n)Disables collisions with EVERYTHING (world, props, players, bullets, physgun, rangers) (1 on, 0 normal)
E:setNoCollisions(n)Disables collisons with (world, props) but IS collidable with players, physgun, etc. Can we say lag remover? (1 on, 0 normal)
R:setNoCollisions(n)Disables collisons with (world, props) but IS collidable with players, physgun, etc. Can we say lag remover? (1 on, 0 normal)
E:setMass(n)
E:setFrozen(n)Freezes (like physgun), however objects stay frozen if n stays active (prevents accedental unfreezing :D) (1 on, 0 normal)
R:setFrozen(n)Freezes (like physgun), however objects stay frozen if n stays active (prevents accedental unfreezing :D) (1 on, 0 normal)
E:reposition(v)Teleports
E:setWorldAngle(n)Spins the object (teleports it) so it is aligned with the world (1 on, 0 normal)
E:setWorldAngle(e)
Spins the object (teleports it) so it is aligned with the world, and the input entity
entityByUniqueID(n)E
E:kill()


APC style controls[]

FunctionReturnsDescription
E:keyW()n
E:keyA()n
E:keyS()n
E:keyD()n
E:keyR()n
E:keyCtrl()n
E:keyAlt()n
E:keyShift()n
E:keySpace()n
E:keyMouse1()n
E:keyMouse2()n
E:heldWeapon()eThe Entity of the current weapon (for use in Weapon:model()?)
Advertisement