ObjectTypesΒΆ
These values are used to differentiate each object type from each other. These are defined in ./Core/rfg/ObjectTypes.lua. You can get an objects type via Object.Type. So, for example, you could loop through the global object list and count the number of human objects:
HumanCount = 0
for i=0, rfg.ActiveWorld.AllObjects:Size(), 1 do
Object = rfg.ActiveWorld.AllObjects[i]
if Object.Type == rfg.ObjectTypes.Human then
HumanCount = HumanCount + 1
end
end
rsl.Log("Number of human objects found: {}\n", HumanCount)
| Object Type | Access Variable | Value |
|---|---|---|
| Human | rfg.ObjectTypes.Human |
0 |
| Item | rfg.ObjectTypes.Item |
1 |
| Mover | rfg.ObjectTypes.Mover |
2 |
| Vehicle | rfg.ObjectTypes.Vehicle |
3 |
| Effect | rfg.ObjectTypes.Effect |
4 |
| Debris | rfg.ObjectTypes.Debris |
5 |
| Turret | rfg.ObjectTypes.Turret |
6 |
| Light | rfg.ObjectTypes.Light |
7 |
| PlayerStart | rfg.ObjectTypes.PlayerStart |
8 |
| CoverNode | rfg.ObjectTypes.CoverNode |
9 |
| NavPoint | rfg.ObjectTypes.NavPoint |
10 |
| Squad | rfg.ObjectTypes.Squad |
11 |
| Convoy | rfg.ObjectTypes.Convoy |
12 |
| ConvoyEnd | rfg.ObjectTypes.ConvoyEnd |
13 |
| Patrol | rfg.ObjectTypes.Patrol |
14 |
| GuardNode | rfg.ObjectTypes.GuardNode |
15 |
| Skybox | rfg.ObjectTypes.Skybox |
16 |
| Ladder | rfg.ObjectTypes.Ladder |
17 |
| Constraint | rfg.ObjectTypes.Constraint |
18 |
| Zone | rfg.ObjectTypes.Zone |
19 |
| TriggerRegion | rfg.ObjectTypes.TriggerRegion |
20 |
| MarauderAmbushRegion | rfg.ObjectTypes.MarauderAmbushRegion |
21 |
| RestrictedArea | rfg.ObjectTypes.RestrictedArea |
22 |
| SpawnRegion | rfg.ObjectTypes.SpawnRegion |
23 |
| AmbientSpawnRegion | rfg.ObjectTypes.AmbientSpawnRegion |
24 |
| VehicleSpawnRegion | rfg.ObjectTypes.VehicleSpawnRegion |
25 |
| NpcSpawnNode | rfg.ObjectTypes.NpcSpawnNode |
26 |
| TurretSpawnNode | rfg.ObjectTypes.TurretSpawnNode |
27 |
| ActionNode | rfg.ObjectTypes.ActionNode |
28 |
| SquadSpawnNode | rfg.ObjectTypes.SquadSpawnNode |
29 |
| RoadblockNode | rfg.ObjectTypes.RoadblockNode |
30 |
| ShapeCutter | rfg.ObjectTypes.ShapeCutter |
31 |
| District | rfg.ObjectTypes.District |
32 |
| MultiMarker | rfg.ObjectTypes.MultiMarker |
33 |
| PathRoad | rfg.ObjectTypes.PathRoad |
34 |
| LightParams | rfg.ObjectTypes.LightParams |
35 |
| Dummy | rfg.ObjectTypes.Dummy |
36 |
| ActivitySpawn | rfg.ObjectTypes.ActivitySpawn |
37 |
| RaidNode | rfg.ObjectTypes.RaidNode |
38 |
| Subzone | rfg.ObjectTypes.Subzone |
39 |
| HouseArrestNode | rfg.ObjectTypes.HouseArrestNode |
40 |
| DemolitionsMasterNode | rfg.ObjectTypes.DemolitionsMasterNode |
41 |
| RidingShotgunNode | rfg.ObjectTypes.RidingShotgunNode |
42 |
| DeliveryNode | rfg.ObjectTypes.DeliveryNode |
43 |
| BoundingBox | rfg.ObjectTypes.BoundingBox |
44 |
| MissionStartNode | rfg.ObjectTypes.MissionStartNode |
45 |
| Courier | rfg.ObjectTypes.Courier |
46 |
| CourierEnd | rfg.ObjectTypes.CourierEnd |
47 |
| Safehouse | rfg.ObjectTypes.Safehouse |
48 |
| BftpNode | rfg.ObjectTypes.BftpNode |
49 |
| AirstrikeDefenseNode | rfg.ObjectTypes.AirstrikeDefenseNode |
50 |
| UpgradeNode | rfg.ObjectTypes.UpgradeNode |
51 |
| AreaDefenseNode | rfg.ObjectTypes.AreaDefenseNode |
52 |
| N/A | rfg.ObjectTypes.Undefined |
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