obj.Equipment
Were you looking for
Equipment
(materials.txt
setting)?
##Overview
This property is specific to Entity objects and indicates what type of equipment they have.
##Syntax
local equipped = someObj.Equipment -- string
someObj.Equipment = <number> -- PA Bug 9969
Values:
- See "Notes" section below.
##Example
##Notes
In the game it seems that entities (such as Workman, Guard, etc) can be equipped with more than one item, yet the property only relates to a single item (PA Bug 10170).
The standard equipment available in the game includes:
0.
'None'
- not carrying any equipment
'Fists'
-
'Baton'
(the one the guards use) -
'Club'
(the improvised weapon) 'Shank'
'Knife'
'Fork'
-
'Gun'
(revolver) 'Spoon'
'Needle'
'Medicine'
'Scissors'
'Booze'
'Poison'
'Cigs'
'Saw'
'JailKeys'
'MobilePhone'
'Lighter'
'Screwdriver'
'Drugs'
'Sheers'
'Mop'
'Rake'
-
'Hose'
(does not turn people into firefighters) 'Spatula'
'WoodenSpoon'
'CleaningBrush'
'Hammer'
'Clipboard'
'Drill'
'PianoWire'
'Shotgun'
-
'Iron'
(clothes iron) 'MoneyBag'
'DogLeash'
-
'DogBite'
(what dogs use instead of fists) 'Tazer'
-
'GuardUniform'
(not an actual uniform) -
'PrisonerUniform'
(not an actual uniform) -
'StabVest'
(not wearable) -
'Torch'
(flashlight) -
'Rifle'
(sniper) 'Axe'
-
'Spade'
(shovel) -
'AssaultRifle'
(M16) -
'SubMachineGun'
(Mac10) 'WoodenPickAxe'
'BatteringRam'
'Megaphone'
'Book'
'BookClosed'
-
'CbRadio'
(walkie-talkie) 'Magazine'
'Snack'
'Soap'
'Photo'
The numeric values may change if materials.txt
is edited (it's not clear what will happen in this scenario). A value of 0
will remove any equipment (just remove, not drop) and a value of 57
or above seems to leave the entity with their arms out holding some imaginary invisible object. Setting an invalid value will cause the game crash.
##See Also
^ Open "Pages" to Search
- [Lua Basics](Lua Basics Guide)
- [Save-Load Cycle](Save-Load Cycle Guide)
[Globals](Object Globals):
- [
Game
](Game (Global)) - [
me
](me (Global)) - [
Object
](Object (Global)) - [
this
](this (Global))
[Events](Object Events):
- [Rotation table](Rotation table)
- [Id table](Id table)
- [Location table](Location table)
- [Velocity table](Velocity table)
[Methods](Object Methods):
.ApplyVelocity()
.ClearRouting()
.CreateJob()
.Delete()
.GetNearbyObjects()
.LeaveMap()
.NavigateTo()
.Sound()
[Properties](Object Properties):
.Active
.Age
.AiSetTarget
.AiWalkSpeed
.AnimateRotation
.AnimateVelocity
.AssignedRoom
.Attacker
.AttackTimer
.AvailableMoney
.AvatarControl
.BodyArmour
.BoilingPoint
.BookInCell
.Carried
.CarrierId
.Carrying
.CarryingBook
.Category
.Cell
.CellId
.CellIdTimer
.CloseTimer
-
.Connections
⚠️ .Contents
.CutsceneActor
.Damage
.Dest
.Door
.Driver
.Energy
.Equipment
.Entity
-
.ExternalPower
⚠️ .FailedToFindCell
.FeedJobId
.FireEngine
.Fireman
.FollowerId
.Fuel
.Gang
.Garbage
.HealingJobId
.Hidden
.Hose
.HoseOffset
.Hostage
.Id
.Intensity
.IsExternalTeacher
.IsNewIntake
.JobId
.LastAccess
.LastAte
.LastTreated
.LastVisitors
.LeavingMap
.Library
.Loaded
.Locked
.Misbehaviour
.Mode
.Naked
.Name
.Needs
.Office
-
.On
⚠️ .Open
.OpenDir
.Opened
.OpenOnTrigger
.OpenTimer
.Operation
.OperationTimer
.Or
.Patrol
.PermitPlayerControl
.PlayerOrderPos
.Pos
-
.Powered
⚠️ .Prisoner
.ProcessingRoom
.Quantity
.ReloadTimer
.RemotelyOpenable
.RequiredCellType
.RestState
.Result
.RotateDir
.SectorTimer
.Shackled
.Slot0..7
.SnitchTimer
.Speed
.State
.Station
.StatusEffects
.SubType
.TargetObject
.TazerTrained
.TimeOfLastMisconduct
.Timer
.Tooltip
.Triggered
.TriggeredBy
.TriggeredTime
.Type
.UnlockingDoor
.Vel
.WallCheckTimer
.Walls
.WatchingFight
.Weight
-
.Wired
⚠️ .WorldObject