Body
Noir.Classes.Body: NoirClass
Represents a body which is apart of a vehicle.
In Stormworks, this is actually a vehicle apart of a vehicle group.
Noir.Classes.Body:Init(ID, owner, loaded)Initializes body class objects.
Parameters
ID: anyowner: NoirPlayer|nilloaded: boolean
Noir.Classes.Body:_Serialize()Serialize the body.
Used internally.
Returns
NoirSerializedBody
Noir.Classes.Body:_Deserialize(serializedBody, setParentVehicle)Deserialize the body.
Used internally.
Parameters
serializedBody: NoirSerializedBodysetParentVehicle: boolean|nil
Returns
NoirBody
Noir.Classes.Body:GetName()Returns the name of the body, or nil if there is none (relies on map icon component)
Returns
string|nil
Noir.Classes.Body:GetPosition(voxelX, voxelY, voxelZ)Returns the position of this body.
Parameters
voxelX: integer|nilvoxelY: integer|nilvoxelZ: integer|nil
Noir.Classes.Body:Damage(damageAmount, voxelX, voxelY, voxelZ, radius)Damage this body at the provided voxel.
Parameters
damageAmount: numbervoxelX: integervoxelY: integervoxelZ: integerradius: number
Noir.Classes.Body:SetInvulnerable(invulnerable)Makes the body invulnerable/vulnerable to damage.
Parameters
invulnerable: boolean
Noir.Classes.Body:SetEditable(editable)Makes the body editable/non-editable (dictates whether or not the body can be brought back to the workbench).
Parameters
editable: boolean
Noir.Classes.Body:Teleport(position)Teleport the body to the specified position.
Parameters
position: SWMatrix
Noir.Classes.Body:Move(position)Move the body to the specified position. Essentially teleports the body without reloading it.
Rotation is ignored.
Parameters
position: SWMatrix
Noir.Classes.Body:SetBattery(batteryName, amount)Set a battery's charge (by name).
Parameters
batteryName: stringamount: number
Noir.Classes.Body:SetBatteryByVoxel(voxelX, voxelY, voxelZ, amount)Set a battery's charge (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integeramount: number
Noir.Classes.Body:SetHopper(hopperName, amount, resourceType)Set a hopper's amount (by name).
Parameters
hopperName: stringamount: numberresourceType: SWResourceTypeEnum
Noir.Classes.Body:SetHopperByVoxel(voxelX, voxelY, voxelZ, amount, resourceType)Set a hopper's amount (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integeramount: numberresourceType: SWResourceTypeEnum
Noir.Classes.Body:SetKeypad(keypadName, value)Set a keypad's value (by name).
Parameters
keypadName: stringvalue: number
Noir.Classes.Body:SetKeypadByVoxel(voxelX, voxelY, voxelZ, value)Set a keypad's value (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integervalue: number
Noir.Classes.Body:SetSeat(seatName, axisPitch, axisRoll, axisUpDown, axisYaw, button1, button2, button3, button4, button5, button6, trigger)Set a seat's values (by name).
Parameters
seatName: stringaxisPitch: numberaxisRoll: numberaxisUpDown: numberaxisYaw: numberbutton1: booleanbutton2: booleanbutton3: booleanbutton4: booleanbutton5: booleanbutton6: booleantrigger: boolean
Noir.Classes.Body:SetSeatByVoxel(voxelX, voxelY, voxelZ, axisPitch, axisRoll, axisUpDown, axisYaw, button1, button2, button3, button4, button5, button6, trigger)Set a seat's values (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integeraxisPitch: numberaxisRoll: numberaxisUpDown: numberaxisYaw: numberbutton1: booleanbutton2: booleanbutton3: booleanbutton4: booleanbutton5: booleanbutton6: booleantrigger: boolean
Noir.Classes.Body:SetWeapon(weaponName, amount)Set a weapon's ammo count (by name).
Parameters
weaponName: stringamount: number
Noir.Classes.Body:SetWeaponByVoxel(voxelX, voxelY, voxelZ, amount)Set a weapon's ammo count (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integeramount: number
Noir.Classes.Body:SetTransponder(isActive)Set this body's transponder activity.
Parameters
isActive: boolean
Noir.Classes.Body:SetTank(tankName, amount, fluidType)Set a tank's contents (by name).
Parameters
tankName: stringamount: numberfluidType: SWTankFluidTypeEnum
Noir.Classes.Body:SetTankByVoxel(voxelX, voxelY, voxelZ, amount, fluidType)Set a tank's contents (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integeramount: numberfluidType: SWTankFluidTypeEnum
Noir.Classes.Body:SetShowOnMap(isShown)Set whether or not this body is shown on the map.
Parameters
isShown: boolean
Noir.Classes.Body:ResetState()Reset this body's state.
Noir.Classes.Body:SetTooltip(tooltip)Set this body's tooltip.
Parameters
tooltip: string
Noir.Classes.Body:GetBattery(batteryName)Get a battey's data (by name).
Parameters
batteryName: string
Returns
SWVehicleBatteryData|nil
Noir.Classes.Body:GetBatteryByVoxel(voxelX, voxelY, voxelZ)Get a battey's data (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integer
Returns
SWVehicleBatteryData|nil
Noir.Classes.Body:GetButton(buttonName)Get a button's data (by name).
Parameters
buttonName: string
Returns
SWVehicleButtonData|nil
Noir.Classes.Body:GetButtonByVoxel(voxelX, voxelY, voxelZ)Get a button's data (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integer
Returns
SWVehicleButtonData|nil
Noir.Classes.Body:GetComponents()Get this body's components.
Returns
SWLoadedVehicleData|nil
Noir.Classes.Body:GetData()Get this body's data.
Returns
SWVehicleData|nil
Noir.Classes.Body:GetDial(dialName)Get a dial's data (by name).
Parameters
dialName: string
Returns
SWVehicleDialData|nil
Noir.Classes.Body:GetDialByVoxel(voxelX, voxelY, voxelZ)Get a dial's data (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integer
Returns
SWVehicleDialData|nil
Noir.Classes.Body:GetFireCount()Returns the number of surfaces that are on fire.
Returns
integer|nil
Noir.Classes.Body:GetHopper(hopperName)Get a hopper's data (by name).
Parameters
hopperName: string
Returns
SWVehicleHopperData|nil
Noir.Classes.Body:GetHopperByVoxel(voxelX, voxelY, voxelZ)Get a hopper's data (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integer
Returns
SWVehicleHopperData|nil
Noir.Classes.Body:GetRopeHook(hookName)Get a rope hook's data (by name).
Parameters
hookName: string
Returns
SWVehicleRopeHookData|nil
Noir.Classes.Body:GetRopeHookByVoxel(voxelX, voxelY, voxelZ)Get a rope hook's data (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integer
Returns
SWVehicleRopeHookData|nil
Noir.Classes.Body:GetSeat(seatName)Get a seat's data (by name).
Parameters
seatName: string
Returns
SWVehicleSeatData|nil
Noir.Classes.Body:GetSeatByVoxel(voxelX, voxelY, voxelZ)Get a seat's data (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integer
Returns
SWVehicleSeatData|nil
Noir.Classes.Body:GetSign(signName)Get a sign's data (by name).
Parameters
signName: string
Returns
SWVehicleSignData|nil
Noir.Classes.Body:GetSignByVoxel(voxelX, voxelY, voxelZ)Get a sign's data (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integer
Returns
SWVehicleSignData|nil
Noir.Classes.Body:GetTank(tankName)Get a tank's data (by name).
Parameters
tankName: string
Returns
SWVehicleTankData|nil
Noir.Classes.Body:GetTankByVoxel(voxelX, voxelY, voxelZ)Get a tank's data (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integer
Returns
SWVehicleTankData|nil
Noir.Classes.Body:GetWeapon(weaponName)Get a weapon's data (by name).
Parameters
weaponName: string
Returns
SWVehicleWeaponData|nil
Noir.Classes.Body:GetWeaponByVoxel(voxelX, voxelY, voxelZ)Get a weapon's data (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integer
Returns
SWVehicleWeaponData|nil
Noir.Classes.Body:PressButton(buttonName)Presses a button on this body (by name).
Parameters
buttonName: string
Noir.Classes.Body:PressButtonByVoxel(voxelX, voxelY, voxelZ)Presses a button on this body (by voxel).
Parameters
voxelX: integervoxelY: integervoxelZ: integer
Noir.Classes.Body:SpawnRopeHook(voxelX, voxelY, voxelZ, targetBody, targetVoxelX, targetVoxelY, targetVoxelZ, length, ropeType)Spawns a rope connected by a hook on this body to a hook on another (or this) body.
Parameters
voxelX: integervoxelY: integervoxelZ: integertargetBody: NoirBody|nil - nil = this bodytargetVoxelX: integertargetVoxelY: integertargetVoxelZ: integerlength: numberropeType: SWRopeTypeEnum
Noir.Classes.Body:Despawn()Despawn the body.
Noir.Classes.Body:SetAITeam(team)Sets the AI team of this body. Useful for AI targeting different bodies depending on team.
Parameters
team: SWAITeamEnum
Noir.Classes.Body:Exists()Returns whether or not the body exists.
Returns
boolean
Noir.Classes.Body:IsSimulating()Returns whether or not the body is simulating.
Returns
boolean
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