Category | Scripting |
Created | 01.12.2024 09:03 |
Robert Schmidtke (CialisSiggi) | 01.12.2024 09:03 |
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Hello, can someone explain me where i can find the LUA documentation for FS25? Can't find them. Thanks Siggi |
Julien Laune (Jujudu62) | 01.12.2024 21:15 |
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in Farming Simulator 25 / sdk / debugger |
Robert Schmidtke (CialisSiggi) | 02.12.2024 09:37 |
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Thank you! |
Manfred Hochreuther (JeffersonGER) | 04.12.2024 23:41 |
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... A documentation differs from Lua files as it provides descriptive information about functionality, parameters, return values, and usage examples. A Lua file, on its own, only contains code without explanations or context! THIS IS NOT A LUADOC...! I have to try create one from this files with ki: # Enhanced Examples for AIJobTypeManager.lua ================================================== -- Enhanced example script for AIJobTypeManager.lua local aijobtypemanager = Aijobtypemanager() -- This class handles all npcs -- Creating manager -- Load data on map load # Enhanced Examples for AISystem.lua ================================================== -- Enhanced example script for AISystem.lua local aisystem = Aisystem() -- Load data on map load -- walk across all AI splines and check if they interfere with any objects local result = aisystem:checkSomething() print('Check result:', result) # Enhanced Examples for HelperManager.lua ================================================== -- Enhanced example script for HelperManager.lua local helpermanager = Helpermanager() -- This class handles all helpers -- Creating manager -- Initialize data structures -- Load data on map load -- Load data on map load -- Adds a new helper -- Gets a random helper local value = helpermanager:getParameter('key') print('Retrieved value:', value) -- Gets a random helper local value = helpermanager:getParameter('key') print('Retrieved value:', value) -- Gets a random helper index local value = helpermanager:getParameter('key') print('Retrieved value:', value) -- Gets a helper by index local value = helpermanager:getParameter('key') print('Retrieved value:', value) -- Gets a helper by index name local value = helpermanager:getParameter('key') print('Retrieved value:', value) -- Marks a helper as 'in use' -- Marks a helper as 'not in use' -- Gets number of helpers local value = helpermanager:getParameter('key') print('Retrieved value:', value) # Enhanced Examples for NavigationSystem.lua ================================================== -- Enhanced example script for NavigationSystem.lua local navigationsystem = Navigationsystem() -- Load data on map load # Enhanced Examples for AIMessage.lua ================================================== -- Enhanced example script for AIMessage.lua local aimessage = Aimessage() # Enhanced Examples for AIMessageErrorBlockedByObject.lua ================================================== -- Enhanced example script for AIMessageErrorBlockedByObject.lua local aimessageerrorblockedbyobject = Aimessageerrorblockedbyobject() # Enhanced Examples for AIMessageErrorCouldNotPrepare.lua ================================================== -- Enhanced example script for AIMessageErrorCouldNotPrepare.lua local aimessageerrorcouldnotprepare = Aimessageerrorcouldnotprepare() # Enhanced Examples for AIMessageErrorFieldNotOwned.lua ================================================== -- Enhanced example script for AIMessageErrorFieldNotOwned.lua local aimessageerrorfieldnotowned = Aimessageerrorfieldnotowned() # Enhanced Examples for AIMessageErrorFieldNotReady.lua ================================================== -- Enhanced example script for AIMessageErrorFieldNotReady.lua local aimessageerrorfieldnotready = Aimessageerrorfieldnotready() # Enhanced Examples for AIMessageErrorGraintankIsFull.lua ================================================== -- Enhanced example script for AIMessageErrorGraintankIsFull.lua local aimessageerrorgraintankisfull = Aimessageerrorgraintankisfull() # Enhanced Examples for AIMessageErrorImplementWrongWay.lua ================================================== -- Enhanced example script for AIMessageErrorImplementWrongWay.lua local aimessageerrorimplementwrongway = Aimessageerrorimplementwrongway() # Enhanced Examples for AIMessageErrorLoadingStationDeleted.lua ================================================== -- Enhanced example script for AIMessageErrorLoadingStationDeleted.lua local aimessageerrorloadingstationdeleted = Aimessageerrorloadingstationdeleted() # Enhanced Examples for AIMessageErrorNoFieldFound.lua ================================================== -- Enhanced example script for AIMessageErrorNoFieldFound.lua local aimessageerrornofieldfound = Aimessageerrornofieldfound() # Enhanced Examples for AIMessageErrorNoPalletsLoaded.lua ================================================== -- Enhanced example script for AIMessageErrorNoPalletsLoaded.lua local aimessageerrornopalletsloaded = Aimessageerrornopalletsloaded() # Enhanced Examples for AIMessageErrorNotReachable.lua ================================================== -- Enhanced example script for AIMessageErrorNotReachable.lua local aimessageerrornotreachable = Aimessageerrornotreachable() # Enhanced Examples for AIMessageErrorNoValidFillTypeLoaded.lua ================================================== -- Enhanced example script for AIMessageErrorNoValidFillTypeLoaded.lua local aimessageerrornovalidfilltypeloaded = Aimessageerrornovalidfilltypeloaded() # Enhanced Examples for AIMessageErrorNoVineFound.lua ================================================== -- Enhanced example script for AIMessageErrorNoVineFound.lua local aimessageerrornovinefound = Aimessageerrornovinefound() # Enhanced Examples for AIMessageErrorOutOfFill.lua ================================================== -- Enhanced example script for AIMessageErrorOutOfFill.lua local aimessageerroroutoffill = Aimessageerroroutoffill() # Enhanced Examples for AIMessageErrorOutOfFuel.lua ================================================== -- Enhanced example script for AIMessageErrorOutOfFuel.lua local aimessageerroroutoffuel = Aimessageerroroutoffuel() # Enhanced Examples for AIMessageErrorOutOfMoney.lua ================================================== -- Enhanced example script for AIMessageErrorOutOfMoney.lua local aimessageerroroutofmoney = Aimessageerroroutofmoney() # Enhanced Examples for AIMessageErrorPalletsFull.lua ================================================== -- Enhanced example script for AIMessageErrorPalletsFull.lua local aimessageerrorpalletsfull = Aimessageerrorpalletsfull() # Enhanced Examples for AIMessageErrorThreshingNotAllowed.lua ================================================== -- Enhanced example script for AIMessageErrorThreshingNotAllowed.lua local aimessageerrorthreshingnotallowed = Aimessageerrorthreshingnotallowed() # Enhanced Examples for AIMessageErrorUnknown.lua ================================================== -- Enhanced example script for AIMessageErrorUnknown.lua local aimessageerrorunknown = Aimessageerrorunknown() # Enhanced Examples for AIMessageErrorUnloadingStationDeleted.lua ================================================== -- Enhanced example script for AIMessageErrorUnloadingStationDeleted.lua local aimessageerrorunloadingstationdeleted = Aimessageerrorunloadingstationdeleted() # Enhanced Examples for AIMessageErrorUnloadingStationFull.lua ================================================== -- Enhanced example script for AIMessageErrorUnloadingStationFull.lua local aimessageerrorunloadingstationfull = Aimessageerrorunloadingstationfull() # Enhanced Examples for AIMessageErrorVehicleBroken.lua ================================================== -- Enhanced example script for AIMessageErrorVehicleBroken.lua local aimessageerrorvehiclebroken = Aimessageerrorvehiclebroken() # Enhanced Examples for AIMessageErrorVehicleDeleted.lua ================================================== -- Enhanced example script for AIMessageErrorVehicleDeleted.lua local aimessageerrorvehicledeleted = Aimessageerrorvehicledeleted() # Enhanced Examples for AIMessageErrorWrongSeason.lua ================================================== -- Enhanced example script for AIMessageErrorWrongSeason.lua local aimessageerrorwrongseason = Aimessageerrorwrongseason() # Enhanced Examples for AIMessageManager.lua ================================================== -- Enhanced example script for AIMessageManager.lua local aimessagemanager = Aimessagemanager() -- This class handles all npcs -- Creating manager -- Load data on map load # Enhanced Examples for AIMessageSuccessFinishedJob.lua ================================================== -- Enhanced example script for AIMessageSuccessFinishedJob.lua local aimessagesuccessfinishedjob = Aimessagesuccessfinishedjob() -- AISuccessFinishedJob # Enhanced Examples for AIMessageSuccessSiloEmpty.lua ================================================== -- Enhanced example script for AIMessageSuccessSiloEmpty.lua local aimessagesuccesssiloempty = Aimessagesuccesssiloempty() # Enhanced Examples for AIMessageSuccessStoppedByUser.lua ================================================== -- Enhanced example script for AIMessageSuccessStoppedByUser.lua local aimessagesuccessstoppedbyuser = Aimessagesuccessstoppedbyuser() # Enhanced Examples for AIJob.lua ================================================== -- Enhanced example script for AIJob.lua local aijob = Aijob() -- A job mainly runs on server only. Task starting, stopping and updating is server code only # Enhanced Examples for AIJobConveyor.lua ================================================== -- Enhanced example script for AIJobConveyor.lua local aijobconveyor = Aijobconveyor() # Enhanced Examples for AIJobDeliver.lua ================================================== -- Enhanced example script for AIJobDeliver.lua local aijobdeliver = Aijobdeliver() # Enhanced Examples for AIJobFieldWork.lua ================================================== -- Enhanced example script for AIJobFieldWork.lua local aijobfieldwork = Aijobfieldwork() # Enhanced Examples for AIJobGoTo.lua ================================================== -- Enhanced example script for AIJobGoTo.lua local aijobgoto = Aijobgoto() # Enhanced Examples for AIJobLoadAndDeliver.lua ================================================== -- Enhanced example script for AIJobLoadAndDeliver.lua local aijobloadanddeliver = Aijobloadanddeliver() -- AIJobDeliver # Enhanced Examples for AIParameter.lua ================================================== -- Enhanced example script for AIParameter.lua local aiparameter = Aiparameter() # Enhanced Examples for AIParameterFillType.lua ================================================== -- Enhanced example script for AIParameterFillType.lua local aiparameterfilltype = Aiparameterfilltype() # Enhanced Examples for AIParameterGroup.lua ================================================== -- Enhanced example script for AIParameterGroup.lua local aiparametergroup = Aiparametergroup() # Enhanced Examples for AIParameterLoadingStation.lua ================================================== -- Enhanced example script for AIParameterLoadingStation.lua local aiparameterloadingstation = Aiparameterloadingstation() # Enhanced Examples for AIParameterLooping.lua ================================================== -- Enhanced example script for AIParameterLooping.lua local aiparameterlooping = Aiparameterlooping() # Enhanced Examples for AIParameterPosition.lua ================================================== -- Enhanced example script for AIParameterPosition.lua local aiparameterposition = Aiparameterposition() # Enhanced Examples for AIParameterPositionAngle.lua ================================================== -- Enhanced example script for AIParameterPositionAngle.lua local aiparameterpositionangle = Aiparameterpositionangle() # Enhanced Examples for AIParameterUnloadingStation.lua ================================================== -- Enhanced example script for AIParameterUnloadingStation.lua local aiparameterunloadingstation = Aiparameterunloadingstation() # Enhanced Examples for AIParameterVehicle.lua ================================================== -- Enhanced example script for AIParameterVehicle.lua local aiparametervehicle = Aiparametervehicle() # Enhanced Examples for AITask.lua ================================================== -- Enhanced example script for AITask.lua local aitask = Aitask() # Enhanced Examples for AITaskConveyor.lua ================================================== -- Enhanced example script for AITaskConveyor.lua local aitaskconveyor = Aitaskconveyor() # Enhanced Examples for AITaskDischarge.lua ================================================== -- Enhanced example script for AITaskDischarge.lua local aitaskdischarge = Aitaskdischarge() # Enhanced Examples for AITaskDriveTo.lua ================================================== -- Enhanced example script for AITaskDriveTo.lua local aitaskdriveto = Aitaskdriveto() # Enhanced Examples for AITaskFieldWork.lua ================================================== -- Enhanced example script for AITaskFieldWork.lua local aitaskfieldwork = Aitaskfieldwork() # Enhanced Examples for AITaskLoading.lua ================================================== -- Enhanced example script for AITaskLoading.lua local aitaskloading = Aitaskloading() # Enhanced Examples for AITaskWaitForFilling.lua ================================================== -- Enhanced example script for AITaskWaitForFilling.lua local aitaskwaitforfilling = Aitaskwaitforfilling() # Enhanced Examples for AnimalLoadingTrigger.lua ================================================== -- Enhanced example script for AnimalLoadingTrigger.lua local animalloadingtrigger = Animalloadingtrigger() -- class to handle the animal load triggers -- Register xml paths -- Callback of scenegraph object -- Creates an instance of the class -- Loads information from a xml file -- Loads information from scenegraph node. -- Deletes instance -- Callback when trigger changes state -- Adds or removes the trigger as an activable object to the mission -- Sets the loading trailer animalloadingtrigger:setParameter('key', 'value') -- Called on activate object # Enhanced Examples for Dog.lua ================================================== -- Enhanced example script for Dog.lua local dog = Dog() -- Creating -- Delete -- Loading from attributes and nodes -- Get save attributes and nodes local value = dog:getParameter('key') print('Retrieved value:', value) -- Called on client side on join -- Called on server side on join -- Write update network stream -- Read update network stream -- Update -- Update network tick -- Test scope -- Get update priority local value = dog:getParameter('key') print('Retrieved value:', value) -- On ghost remove -- On ghost add -- Called by the environment when an hour has changed. -- Callback when dog interaction trigger is activated -- Activate follow player -- Activate fetch ball behavior -- Activate fetch ball behavior -- Activate dog petting response behavior -- Activate dog staying behavior (used when the currently followed player is switching vehicles or leaving the game) -- Tells the dog to stay at the current place when we leave the currently followed player # Enhanced Examples for DogPetActivatable.lua ================================================== -- Enhanced example script for DogPetActivatable.lua local dogpetactivatable = Dogpetactivatable() # Enhanced Examples for PlaceableHusbandry.lua ================================================== -- Enhanced example script for PlaceableHusbandry.lua local placeablehusbandry = Placeablehusbandry() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandry:checkSomething() print('Check result:', result) -- Called on loading -- removeHusbandryFillLevel # Enhanced Examples for PlaceableHusbandryAnimals.lua ================================================== -- Enhanced example script for PlaceableHusbandryAnimals.lua local placeablehusbandryanimals = Placeablehusbandryanimals() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandryanimals:checkSomething() print('Check result:', result) # Enhanced Examples for PlaceableHusbandryFeedingRobot.lua ================================================== -- Enhanced example script for PlaceableHusbandryFeedingRobot.lua local placeablehusbandryfeedingrobot = Placeablehusbandryfeedingrobot() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandryfeedingrobot:checkSomething() print('Check result:', result) # Enhanced Examples for PlaceableHusbandryFence.lua ================================================== -- Enhanced example script for PlaceableHusbandryFence.lua local placeablehusbandryfence = Placeablehusbandryfence() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandryfence:checkSomething() print('Check result:', result) # Enhanced Examples for PlaceableHusbandryFood.lua ================================================== -- Enhanced example script for PlaceableHusbandryFood.lua local placeablehusbandryfood = Placeablehusbandryfood() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandryfood:checkSomething() print('Check result:', result) # Enhanced Examples for PlaceableHusbandryLiquidManure.lua ================================================== -- Enhanced example script for PlaceableHusbandryLiquidManure.lua local placeablehusbandryliquidmanure = Placeablehusbandryliquidmanure() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandryliquidmanure:checkSomething() print('Check result:', result) # Enhanced Examples for PlaceableHusbandryMeadow.lua ================================================== -- Enhanced example script for PlaceableHusbandryMeadow.lua local placeablehusbandrymeadow = Placeablehusbandrymeadow() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandrymeadow:checkSomething() print('Check result:', result) # Enhanced Examples for PlaceableHusbandryMilk.lua ================================================== -- Enhanced example script for PlaceableHusbandryMilk.lua local placeablehusbandrymilk = Placeablehusbandrymilk() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandrymilk:checkSomething() print('Check result:', result) # Enhanced Examples for PlaceableHusbandryPallets.lua ================================================== -- Enhanced example script for PlaceableHusbandryPallets.lua local placeablehusbandrypallets = Placeablehusbandrypallets() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandrypallets:checkSomething() print('Check result:', result) # Enhanced Examples for PlaceableHusbandryStraw.lua ================================================== -- Enhanced example script for PlaceableHusbandryStraw.lua local placeablehusbandrystraw = Placeablehusbandrystraw() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandrystraw:checkSomething() print('Check result:', result) # Enhanced Examples for PlaceableHusbandryWater.lua ================================================== -- Enhanced example script for PlaceableHusbandryWater.lua local placeablehusbandrywater = Placeablehusbandrywater() -- Checks if all prerequisite specializations are loaded local result = placeablehusbandrywater:checkSomething() print('Check result:', result) # Enhanced Examples for Animation.lua ================================================== -- Enhanced example script for Animation.lua local animation = Animation() # Enhanced Examples for AnimationManager.lua ================================================== -- Enhanced example script for AnimationManager.lua local animationmanager = Animationmanager() -- Manages running animations -- Creating manager -- Initialize data structures Set shader parameter including the given prev shader parameter that is set one frame delayed with the same given values animationmanager:setParameter('key', 'value') # Enhanced Examples for ConditionalAnimation.lua ================================================== -- Enhanced example script for ConditionalAnimation.lua local conditionalanimation = Conditionalanimation() -- Creating manager -- Displays the debug information. # Enhanced Examples for RotationAnimation.lua ================================================== -- Enhanced example script for RotationAnimation.lua local rotationanimation = Rotationanimation() # Enhanced Examples for ScrollingAnimation.lua ================================================== -- Enhanced example script for ScrollingAnimation.lua local scrollinganimation = Scrollinganimation() # Enhanced Examples for ShakeAnimation.lua ================================================== -- Enhanced example script for ShakeAnimation.lua local shakeanimation = Shakeanimation() -- ScrollingAnimation # Enhanced Examples for BaseStateMachineState.lua ================================================== -- Enhanced example script for BaseStateMachineState.lua local basestatemachinestate = Basestatemachinestate() -- A base, abstract state to be used with an implementation of the StateMachine class. -- Creates a base state machine state. This should only be done within a derived class, as this is an abstract class. -- Goes through each transition and runs the condition function. The first function that returns true will cause the state machine to switch to the associated state, and the state will be returned. -- Called just after the creation of all states, so that other states can be used to create transitions. -- Adds a transition to the given targetState whenever the given condition is true. local value = basestatemachinestate:getParameter('key') print('Retrieved value:', value) -- Calculates if this state should be forced as the current state. -- Calculates if this state is a valid state to enter back in on after a forced state. -- Fired when this state is entered. -- Fired when this state is exited. -- Updates this state when it is currently the state machine's current state. -- Updates this state when it is currently NOT the state machine's current state. -- Calculates the bounds in screen-space of the debug draw. -- Draws debug information for this state. # Enhanced Examples for DataGrid.lua ================================================== -- Enhanced example script for DataGrid.lua local datagrid = Datagrid() -- A datagrid datastructure -- Creating data grid -- Deletes data grid -- Gets value at given row and column local value = datagrid:getParameter('key') print('Retrieved value:', value) -- Set value at given row and column datagrid:setParameter('key', 'value') # Enhanced Examples for DynamicDataGrid.lua ================================================== -- Enhanced example script for DynamicDataGrid.lua local dynamicdatagrid = Dynamicdatagrid() -- Creating dynamic data grid -- Calls the delete function on every cell, then cleans up. -- Gets and returns the cell that exists at the given world position. local value = dynamicdatagrid:getParameter('key') print('Retrieved value:', value) -- Calculates the world position of the centre of the cell at the position defined by the current position and given cell offset. dynamicdatagrid:setParameter('key', 'value') -- Calculates and returns the index relative to the position of the grid, so that the index 0, 0 is the centre of the grid. -- Calculates and returns the given position snapped to the grid. -- Gets the grid indices of the given position. The grid index is from 1 - rowColumnCount, essentially allowing the underlying 2D array to be indexed. local value = dynamicdatagrid:getParameter('key') print('Retrieved value:', value) # Enhanced Examples for ListenerList.lua ================================================== -- Enhanced example script for ListenerList.lua local listenerlist = Listenerlist() -- Holds and manages a collection of functions and target objects local value = listenerlist:getParameter('key') print('Retrieved value:', value) -- Creates a new listener list. -- Adds the given listener function and target object to the listeners list. local value = listenerlist:getParameter('key') print('Retrieved value:', value) -- Calls the listeners with the given arguments. -- Metamethod so the table itself can be called as a shortcut for :invoke(). # Enhanced Examples for MapDataGrid.lua ================================================== -- Enhanced example script for MapDataGrid.lua local mapdatagrid = Mapdatagrid() -- A map data grid that splits a map into multiple sections -- Creates a map grid instance with the given map size, cells per row/column, and optional custom metatable. -- Creates a new data grid from the given map size and block size. -- Get value at world position local value = mapdatagrid:getParameter('key') print('Retrieved value:', value) -- Set value at world position mapdatagrid:setParameter('key', 'value') -- Gets clamped row and column at given world position local value = mapdatagrid:getParameter('key') print('Retrieved value:', value) -- Calculates if the given world position is in range of the data. # Enhanced Examples for ObjectPool.lua ================================================== -- Enhanced example script for ObjectPool.lua local objectpool = Objectpool() -- Holds a collection of pooled objects and handles creating new ones when the pool is empty. -- Creates a new object pool with the given constructor. -- Gets the total count of objects in the pool. local value = objectpool:getParameter('key') print('Retrieved value:', value) -- Removes all instances from the pool's collections. -- Gets and returns an instance from the pool, or creates one if the pool is empty. local value = objectpool:getParameter('key') print('Retrieved value:', value) -- Returns the given instance to the pool. # Enhanced Examples for StateMachine.lua ================================================== -- Enhanced example script for StateMachine.lua local statemachine = Statemachine() -- A base, abstract state machine. -- Creates a base state machine. This should only be done within a derived class, as this is an abstract class. -- Copies all members from the BaseStateMachineState class into the class table used to call this function. Call this on the class table just after the Class() call to allow a state machine to also act as a state. -- Changes the current state of the machine to the given state. -- Goes over each state and calls the BaseStateMachineState.createTransitions function. This is not called by the base class by default. -- Determines the best state to switch to based on the states' calculateIfValidEntryState function. Switches to the first state that returns true, defaulting to self.defaultState. -- Resolves the current state of this state machine. If this.currentState has a resolveCurrentState function, its result is returned; otherwise the state itself is returned. -- Gets the name of the current state. Internally calls self:getNameOfState(self.currentState). local value = statemachine:getParameter('key') print('Retrieved value:', value) -- Gets the name of the given state. local value = statemachine:getParameter('key') print('Retrieved value:', value) -- Gets the index of the current state. Internally calls self:getIndexOfState(self.currentState). local value = statemachine:getParameter('key') print('Retrieved value:', value) -- Gets the index of the given state. local value = statemachine:getParameter('key') print('Retrieved value:', value) -- Gets the state associated with the given index. local value = statemachine:getParameter('key') print('Retrieved value:', value) -- Gets the passive value for the state machine. Passive state machines do not change states during an update, and must be explicitly told when to change state. local value = statemachine:getParameter('key') print('Retrieved value:', value) -- Sets the passive value for the state machine. statemachine:setParameter('key', 'value') -- The update function which updates each state. -- Calls a function with the given name on every state. # Enhanced Examples for ValueInterpolator.lua ================================================== -- Enhanced example script for ValueInterpolator.lua local valueinterpolator = Valueinterpolator() -- Class to interpolate between values # Enhanced Examples for ConfigurationManager.lua ================================================== -- Enhanced example script for ConfigurationManager.lua local configurationmanager = Configurationmanager() -- This class handles all configuration types -- Creating manager -- Initialize data structures -- Returns number of configuration types -- Returns a table of the available configuration types -- Returns a table of the available configuration types sorted by priority -- Returns configuration name by given index -- Returns configuration index by given name -- Returns table with all available configurations -- Returns configuration desc by name -- Returns configuration attribute by given name and attribute -- Returns the selector type for a given configuration name -- Returns the xml keys for a given configuration name # Enhanced Examples for ConfigurationUtil.lua ================================================== -- Enhanced example script for ConfigurationUtil.lua local configurationutil = Configurationutil() -- Add bought configuration -- Returns true if configuration has been bought -- Set configuration value configurationutil:setParameter('key', 'value') -- Returns color of config id -- Returns config item object of config id -- Calls the given eventName function on all configItem objects -- Returns save identifier from given config id -- Save the given single configuration to the given xml file -- Saves the given configurations to the given xml file -- Load all configurations from the given xml key -- Reads all configurations from network stream -- Writes all configurations to network stream -- Returns true if configuration data has changed -- Returns config id from given save identifier -- Get value of configuration local value = configurationutil:getParameter('key') print('Retrieved value:', value) -- Get xml configuration key local value = configurationutil:getParameter('key') print('Retrieved value:', value) -- Gets the storeitem configurations from xml local value = configurationutil:getParameter('key') print('Retrieved value:', value) -- Gets predefined configuration sets configurationutil:setParameter('key', 'value') -- Get the default config id local value = configurationutil:getParameter('key') print('Retrieved value:', value) -- Get whether a material is visualized as metallic in UI local value = configurationutil:getParameter('key') print('Retrieved value:', value) # Enhanced Examples for DebugManager.lua ================================================== -- Enhanced example script for DebugManager.lua local debugmanager = Debugmanager() -- This class handles debug element rendering debugmanager:render() -- traverses whole scene and toggles debug visualization for all splines # Enhanced Examples for DebugUtil.lua ================================================== -- Enhanced example script for DebugUtil.lua local debugutil = Debugutil() -- Draws a debug node and optional a text at world position of given node -- Draw debug circle -- Draw debug circle at node position -- Draw debug cube at world position -- Draw debug cube at given node -- Draw debug cube -- Draw debug reference axis fom Node -- Draw debug reference axis -- Draw debug parallelogram -- Draw debug density map parallelogram -- Draws the cut node area with the given size -- Print a table recursively -- useless on large tables -- Renders the given text at the given x and y position with the given text size. The y is then adjusted downwards by the given text size and spacing scalar and returned. debugutil:render() -- Adjusts the given y value so that it starts a new line, using the given textSize multiplied by the given spacingScalar. -- Print the script call location of a function call which uses this function. # Enhanced Examples for DebugBitVectorMap.lua ================================================== -- Enhanced example script for DebugBitVectorMap.lua local debugbitvectormap = Debugbitvectormap() # Enhanced Examples for DebugBox.lua ================================================== -- Enhanced example script for DebugBox.lua local debugbox = Debugbox() -- setSize debugbox:setParameter('key', 'value') -- setDrawFaces debugbox:setParameter('key', 'value') # Enhanced Examples for DebugCircle.lua ================================================== -- Enhanced example script for DebugCircle.lua local debugcircle = Debugcircle() -- draw # Enhanced Examples for DebugCylinder.lua ================================================== -- Enhanced example script for DebugCylinder.lua local debugcylinder = Debugcylinder() # Enhanced Examples for DebugDensityMap.lua ================================================== -- Enhanced example script for DebugDensityMap.lua local debugdensitymap = Debugdensitymap() -- draw # Enhanced Examples for DebugElement.lua ================================================== -- Enhanced example script for DebugElement.lua local debugelement = Debugelement() -- base class for all Debug* classes -- Create new instance of a DebugElement -- dedicated function used by DebugManger to determine if draw() should be called or not -- Set color using r,g,b,(a) debugelement:setParameter('key', 'value') -- setIsVisible debugelement:setParameter('key', 'value') -- setVisbileWhenGUIOpen debugelement:setParameter('key', 'value') -- setClipDistance debugelement:setParameter('key', 'value') # Enhanced Examples for DebugFunction.lua ================================================== -- Enhanced example script for DebugFunction.lua local debugfunction = Debugfunction() -- dedicated function used by DebugManger to determine if draw() should be called or not # Enhanced Examples for DebugGizmo.lua ================================================== -- Enhanced example script for DebugGizmo.lua local debuggizmo = Debuggizmo() -- dedicated function used by DebugManger to determine if draw() should be called or not # Enhanced Examples for DebugInfoTable.lua ================================================== -- Enhanced example script for DebugInfoTable.lua local debuginfotable = Debuginfotable() -- renderAtPosition debuginfotable:render() # Enhanced Examples for DebugLine.lua ================================================== -- Enhanced example script for DebugLine.lua local debugline = Debugline() -- new # Enhanced Examples for DebugPath.lua ================================================== -- Enhanced example script for DebugPath.lua local debugpath = Debugpath() -- dedicated function used by DebugManger to determine if draw() should be called or not -- Remove all points of the path # Enhanced Examples for DebugPlane.lua ================================================== -- Enhanced example script for DebugPlane.lua local debugplane = Debugplane() -- createWithNodes -- createWithNode # Enhanced Examples for DebugPoint.lua ================================================== -- Enhanced example script for DebugPoint.lua local debugpoint = Debugpoint() -- new # Enhanced Examples for DebugPolygon.lua ================================================== -- Enhanced example script for DebugPolygon.lua local debugpolygon = Debugpolygon() # Enhanced Examples for DebugShapeOutline.lua ================================================== -- Enhanced example script for DebugShapeOutline.lua local debugshapeoutline = Debugshapeoutline() -- draw # Enhanced Examples for DebugSphere.lua ================================================== -- Enhanced example script for DebugSphere.lua local debugsphere = Debugsphere() # Enhanced Examples for DebugSpline.lua ================================================== -- Enhanced example script for DebugSpline.lua local debugspline = Debugspline() # Enhanced Examples for DebugText.lua ================================================== -- Enhanced example script for DebugText.lua local debugtext = Debugtext() -- Create new instance of a DebugText -- renderAtPosition, use nil for y to enable terrain alignment debugtext:render() -- renderAtScreenPosition debugtext:render() -- renderAtNode debugtext:render() # Enhanced Examples for DebugText3D.lua ================================================== -- Enhanced example script for DebugText3D.lua local debugtext3d = Debugtext3d() -- Create new instance of a DebugText3D -- renderAtPosition, use nil for y to enable terrain alignment debugtext3d:render() -- renderAtNode debugtext3d:render() # Enhanced Examples for DensityMapHeightManager.lua ================================================== -- Enhanced example script for DensityMapHeightManager.lua local densitymapheightmanager = Densitymapheightmanager() -- Load data on map load # Enhanced Examples for Farmland.lua ================================================== -- Enhanced example script for Farmland.lua local farmland = Farmland() -- This class wraps all farmland data -- Create field definition object -- Load farmland data from xml -- Delete field definition object -- Set farmland area indicator world position farmland:setParameter('key', 'value') -- Set farmland area farmland:setParameter('key', 'value') # Enhanced Examples for FarmlandManager.lua ================================================== -- Enhanced example script for FarmlandManager.lua local farmlandmanager = Farmlandmanager() -- Creating manager -- Initialize data structures -- Load data on map load -- Load data on map load -- Unload data on mission delete -- Write farmland ownership data to savegame file -- Load farmland ownership data from xml savegame file -- Deletes farm land manager -- Gets farmland bit vector handle local value = farmlandmanager:getParameter('key') print('Retrieved value:', value) -- Checks if farm owns given world position local result = farmlandmanager:checkSomething() print('Check result:', result) -- Checks if farm owns all farmlands along a line local result = farmlandmanager:checkSomething() print('Check result:', result) -- Checks if farm can access the given world position local result = farmlandmanager:checkSomething() print('Check result:', result) -- Gets farmland owner local value = farmlandmanager:getParameter('key') print('Retrieved value:', value) -- Gets farmland id at given world position local value = farmlandmanager:getParameter('key') print('Retrieved value:', value) -- Checks if given farmland-id is valid local result = farmlandmanager:checkSomething() print('Check result:', result) -- Sets farm land ownership farmlandmanager:setParameter('key', 'value') -- Gets farmland by id local value = farmlandmanager:getParameter('key') print('Retrieved value:', value) -- Gets all farmlands local value = farmlandmanager:getParameter('key') print('Retrieved value:', value) -- Gets list of owned farmland ids for given farm local value = farmlandmanager:getParameter('key') print('Retrieved value:', value) -- Gets number of owned farmland ids for given farm local value = farmlandmanager:getParameter('key') print('Retrieved value:', value) -- Converts world to local position # Enhanced Examples for Twister.lua ================================================== -- Enhanced example script for Twister.lua local twister = Twister() -- Called on client side on join -- Called on server side on join -- Called on client side on update -- Called on server side on update # Enhanced Examples for BaleOpenEvent.lua ================================================== -- Enhanced example script for BaleOpenEvent.lua local baleopenevent = Baleopenevent() -- Event for bale opening -- Create instance of Event class -- Create new instance of event -- Called on client side on join -- Called on server side on join -- Run action on receiving side # Enhanced Examples for BaleUnpackEvent.lua ================================================== -- Enhanced example script for BaleUnpackEvent.lua local baleunpackevent = Baleunpackevent() -- Event for bale unpacking -- Create instance of Event class -- Create new instance of event -- Called on client side on join -- Called on server side on join -- Run action on receiving side # Enhanced Examples for InlineBaleOpenEvent.lua ================================================== -- Enhanced example script for InlineBaleOpenEvent.lua local inlinebaleopenevent = Inlinebaleopenevent() -- Event for inline bale opening -- Create instance of Event class -- Create new instance of event -- Called on client side on join -- Called on server side on join -- Run action on receiving side # Enhanced Examples for Fence.lua ================================================== -- Enhanced example script for Fence.lua local fence = Fence() -- Called on client side on join -- Called on server side on join # Enhanced Examples for FenceDeleteSegmentEvent.lua ================================================== -- Enhanced example script for FenceDeleteSegmentEvent.lua local fencedeletesegmentevent = Fencedeletesegmentevent() -- Event for removing a fence segment -- Create instance of Event class -- Called on client side on join -- Run action on receiving side # Enhanced Examples for FenceGate.lua ================================================== -- Enhanced example script for FenceGate.lua local fencegate = Fencegate() -- Called on client side on join -- Called on server side on join # Enhanced Examples for FenceNewSegmentEvent.lua ================================================== -- Enhanced example script for FenceNewSegmentEvent.lua local fencenewsegmentevent = Fencenewsegmentevent() -- Event for adding fence segment -- Create instance of Event class -- Called on client side on join -- Called on server side on join -- Run action on receiving side # Enhanced Examples for FenceRequestDeleteSegmentEvent.lua ================================================== -- Enhanced example script for FenceRequestDeleteSegmentEvent.lua local fencerequestdeletesegmentevent = Fencerequestdeletesegmentevent() -- Event for removing a fence segment -- Create instance of Event class -- Called on client side on join -- Run action on receiving side # Enhanced Examples for FenceSegment.lua ================================================== -- Enhanced example script for FenceSegment.lua local fencesegment = Fencesegment() -- Called on client side on join -- Called on server side on join # Enhanced Examples for FenceSegmentEvent.lua ================================================== -- Enhanced example script for FenceSegmentEvent.lua local fencesegmentevent = Fencesegmentevent() -- Event for adding fence segment -- Create instance of Event class -- Create new instance of event -- Called on client side on join -- Called on server side on join -- Run action on receiving side # Enhanced Examples for Field.lua ================================================== -- Enhanced example script for Field.lua local field = Field() -- This class wraps all Field data -- Create ai field definition object -- Load Field data from node -- Delete field definition object # Enhanced Examples for FieldManager.lua ================================================== -- Enhanced example script for FieldManager.lua local fieldmanager = Fieldmanager() -- Creating manager -- Initialize data structures -- Load data on map load -- Unload data on mission delete -- Deletes field manager -- Load field savegame data -- Write field data # Enhanced Examples for FieldState.lua ================================================== -- Enhanced example script for FieldState.lua local fieldstate = Fieldstate() -- This class wraps all Field state -- Create ai field definition object # Enhanced Examples for FillTypeManager.lua ================================================== -- Enhanced example script for FillTypeManager.lua local filltypemanager = Filltypemanager() -- Creating manager -- Initialize data structures -- Load data on map load -- Loads fillTypes -- Adds a new fillType -- Assigns fill type array textures to given node id -- Assigns fill type array textures to given node id using custom texture names -- Constructs density map height type array textures to given node id -- Constructs fill types texture distance array -- Returns texture array by fill type index (returns nil if not in texture array) -- Returns the prioritized effect type by given fill type index -- Returns the smoke color by fill type index -- Gets a fillType by index local value = filltypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a fillTypeName by index local value = filltypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a fillType title by index local value = filltypemanager:getParameter('key') print('Retrieved value:', value) -- Gets an array of fillType names from an array of fillType indices local value = filltypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a fillType index by name local value = filltypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a fillType by index name local value = filltypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a list of fillTypes local value = filltypemanager:getParameter('key') print('Retrieved value:', value) -- Adds a new fillType category -- Add fillType to category -- Gets a list of fillTypes of the given category names local value = filltypemanager:getParameter('key') print('Retrieved value:', value) -- Gets if filltype is part of a category local value = filltypemanager:getParameter('key') print('Retrieved value:', value) -- Gets list of fillType indices from string of space separated fill type names local value = filltypemanager:getParameter('key') print('Retrieved value:', value) -- Adds a new fill type converter -- Add fill type to fill type conversion -- Returns converter data by given name -- Returns sound sample of fill type # Enhanced Examples for FruitTypeDesc.lua ================================================== -- Enhanced example script for FruitTypeDesc.lua local fruittypedesc = Fruittypedesc() -- FruitType -- Checks that the given growth state is within the harvestable state local result = fruittypedesc:checkSomething() print('Check result:', result) -- Checks that the given growth state is equal to the cut state. local result = fruittypedesc:checkSomething() print('Check result:', result) -- Checks that the given growth state is within the growing state local result = fruittypedesc:checkSomething() print('Check result:', result) -- Checks that the given growth state is within the harvest preparation state. local result = fruittypedesc:checkSomething() print('Check result:', result) # Enhanced Examples for FruitTypeManager.lua ================================================== -- Enhanced example script for FruitTypeManager.lua local fruittypemanager = Fruittypemanager() -- This class handles all fruitTypes and fruitTypeCategories -- Creating manager -- Initialize data structures -- Load data on map load -- Loads fruitTypes -- Gets a fruitType by index local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a fruitType by index name local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a list of fruitTypes local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Adds a new fruitType category -- Add fruitType to category -- Gets a list of fruitTypes (tables/objects) of the given category names local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a list of fruitTypesIndices of the given category names local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Gets list of fruitTypes (tables/objects) from string with fruit type names local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Gets list of fruitType indices from string with space separated fruit type names local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a list of fillType from string with fruit type names local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a list of fillType indices from string of space separated fruit type names local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a list of fillTypes from string of space separated fruit type category names local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Gets a list of fillType indices from string of space separated fruit type category names local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Get fill type liter per sqm local value = fruittypemanager:getParameter('key') print('Retrieved value:', value) -- Adds a new ruit type converter -- Add fruit type to fill type conversion -- Returns converter data by given name -- Add additional foliage types that should be added # Enhanced Examples for HumanGraphicsComponent.lua ================================================== -- Enhanced example script for HumanGraphicsComponent.lua local humangraphicscomponent = Humangraphicscomponent() -- Handles updating a human's graphical data (players, NPCs, etc.), like styles and physical position on the map. -- Creates a new instance of the player's graphics component. -- Called when the player loads into the map for the first time. Creates the required nodes in the scene. -- Handles showing the graphical representation of the player in the world. -- Handles hiding the graphical representation of the player from the world. -- Cleans up the graphical data when the player is deleted. -- Sets the player model to the given model. humangraphicscomponent:setParameter('key', 'value') -- Sets the visibility of the model to the given value. humangraphicscomponent:setParameter('key', 'value') -- Sets a custom work style preset. humangraphicscomponent:setParameter('key', 'value') -- Returns the player's current style. -- Sets the style asynchronously, possibly loading a new model or using the network. humangraphicscomponent:setParameter('key', 'value') -- Updates the graphics every frame. -- Displays the debug information. -- Draws debug information for this component's animations. # Enhanced Examples for HumanGraphicsComponentState.lua ================================================== -- Enhanced example script for HumanGraphicsComponentState.lua local humangraphicscomponentstate = Humangraphicscomponentstate() -- Creating manager # Enhanced Examples for HumanModel.lua ================================================== -- Enhanced example script for HumanModel.lua local humanmodel = Humanmodel() -- A player model with sounds -- Registers xml paths within the given schema. -- Creating manager -- Load player model, async. -- Asynchronously loads the player model from the given pre-opened xml file. Does not handle file closure. -- Async result of i3d loading -- Called from setStyleAsync and onModelPartLoaded when all model parts have been loaded. humanmodel:setParameter('key', 'value') -- Gets the visibility of the model. local value = humanmodel:getParameter('key') print('Retrieved value:', value) -- Sets whether or not the model should be visible. humanmodel:setParameter('key', 'value') -- Displays the debug information. # Enhanced Examples for HumanSounds.lua ================================================== -- Enhanced example script for HumanSounds.lua local humansounds = Humansounds() -- Creating manager # Enhanced Examples for AnimalScreen.lua ================================================== -- Enhanced example script for AnimalScreen.lua local animalscreen = Animalscreen() -- Animal Buying Screen. -- Constructor -- Callback on open -- Callback on close -- Callback on click back -- Callback on click cancel -- Remove non-GUI input action events. # Enhanced Examples for InGameMenu.lua ================================================== -- Enhanced example script for InGameMenu.lua local ingamemenu = Ingamemenu() -- In-Game Menu. -- Handle next page event. we sometimes need to block the page change -- Handle next page event. we sometimes need to block the page change # Enhanced Examples for InGameMenuAnimalsFrame.lua ================================================== -- Enhanced example script for InGameMenuAnimalsFrame.lua local ingamemenuanimalsframe = Ingamemenuanimalsframe() -- In-game menu animals statistics frame. # Enhanced Examples for InGameMenuStatisticsFrame.lua ================================================== -- Enhanced example script for InGameMenuStatisticsFrame.lua local ingamemenustatisticsframe = Ingamemenustatisticsframe() -- Game statistics display frame for the in-game menu. -- Get custom menu button information. local value = ingamemenustatisticsframe:getParameter('key') print('Retrieved value:', value) -- Creates a table that contains all different list items. Section headers are excluded and saved separately. -- Get a cell with given type name. If there are cells with the correct name in the cellCache, we use those, otherwise a new one is created local value = ingamemenustatisticsframe:getParameter('key') print('Retrieved value:', value) -- Release a cell to the cache after resetting it ingamemenustatisticsframe:setParameter('key', 'value') # Enhanced Examples for MainScreen.lua ================================================== -- Enhanced example script for MainScreen.lua local mainscreen = Mainscreen() -- Main Menu Screen. # Enhanced Examples for ShopCategoriesFrame.lua ================================================== -- Enhanced example script for ShopCategoriesFrame.lua local shopcategoriesframe = Shopcategoriesframe() -- Shop categories frame for the in-game menu shop. -- Creates an instance of this frame, and loads the associated XML file # Enhanced Examples for ShopItemsFrame.lua ================================================== -- Enhanced example script for ShopItemsFrame.lua local shopitemsframe = Shopitemsframe() -- Shop items frame for the in-game menu shop. -- Creates a table that contains all different list items. Section headers are excluded and saved separately. -- Get a cell with given type name. If there are cells with the correct name in the cellCache, we use those, otherwise a new one is created local value = shopitemsframe:getParameter('key') print('Retrieved value:', value) -- Release a cell to the cache after resetting it shopitemsframe:setParameter('key', 'value') # Enhanced Examples for WardrobeScreen.lua ================================================== -- Enhanced example script for WardrobeScreen.lua local wardrobescreen = Wardrobescreen() -- Character Selection Screen. -- Remove non-GUI input action events. # Enhanced Examples for ButtonOverlay.lua ================================================== -- Enhanced example script for ButtonOverlay.lua local buttonoverlay = Buttonoverlay() -- Keyboard button display overlay. -- Delete this button overlay. -- Set this overlay's background color. buttonoverlay:setParameter('key', 'value') -- Render this overlay with the given parameters. buttonoverlay:render() -- Get the total display width of this button overlay for a given button text and height local value = buttonoverlay:getParameter('key') print('Retrieved value:', value) # Enhanced Examples for FocusManager.lua ================================================== -- Enhanced example script for FocusManager.lua local focusmanager = Focusmanager() -- Set the active GUI for focus input. focusmanager:setParameter('key', 'value') -- Get a focusable GuiElement in the current view by its ID. local value = focusmanager:getParameter('key') print('Retrieved value:', value) -- Get the currently focused GuiElement local value = focusmanager:getParameter('key') print('Retrieved value:', value) -- Get a new automatic focus ID. local value = focusmanager:getParameter('key') print('Retrieved value:', value) -- Load GuiElement focus data from its XML definition. -- Add an element to the focus system with custom values. -- Remove a GuiElement from the current focus context. -- Links an element's focus navigation to another element for a given direction. -- Handles input and changes focus if required and possible. -- Get a direction value for a given menu input action and value local value = focusmanager:getParameter('key') print('Retrieved value:', value) -- Checks if the focus manager has an input lock on input. local result = focusmanager:checkSomething() print('Check result:', result) -- Locks a given input axis action's input for a time. Until the delay has passed, the focus manager will not react to -- Release a focus movement input lock on an action. -- Reset all locks of focus input. focusmanager:setParameter('key', 'value') -- Given a point and bounding box, get the closest other point on the bounding box circumference. If the point lies local value = focusmanager:getParameter('key') print('Retrieved value:', value) -- Calculate the shortest connecting line segment between two bounding boxes. Overlapping boxes will result in flipped -- Checks the distance between two GuiElements with the aim of incrementally finding the closest other element in a local result = focusmanager:checkSomething() print('Check result:', result) -- Find the next other element to the one provided in a given navigation direction -- Get an element's focus target at the deepest nesting depth, e.g. when multiple nested layouts point down to their local value = focusmanager:getParameter('key') print('Retrieved value:', value) -- Update the current focus target. local value = focusmanager:getParameter('key') print('Retrieved value:', value) -- Activate a highlight on an element. Highlighted elements are only visually marked and do not receive focus activation. -- Remove highlight status from an element. -- Set focus on a GuiElement or its focus target. focusmanager:setParameter('key', 'value') -- Removes focus from an element. -- Globally lock focus input. -- Release the global focus input lock. -- Check if focus input is locked. local result = focusmanager:checkSomething() print('Check result:', result) -- Determine if focus navigation in a given direction is currently locked. -- Determine if a GuiElement is currently focused. -- Get a closure override function for elements' getFocusOverride() methods. local value = focusmanager:getParameter('key') print('Retrieved value:', value) -- Deletes the saved focus data for a specific gui # Enhanced Examples for GlyphButtonOverlay.lua ================================================== -- Enhanced example script for GlyphButtonOverlay.lua local glyphbuttonoverlay = Glyphbuttonoverlay() -- Gamepad button display overlay. # Enhanced Examples for Gui.lua ================================================== -- Enhanced example script for Gui.lua local gui = Gui() -- Graphical User Interface controller. -- Load UI profile data from XML. -- Load a UI screen view's elements from an XML definition. -- Recursively load and build a UI configuration. -- Tries resolving a frame reference. -- Get a UI profile by name. local value = gui:getParameter('key') print('Retrieved value:', value) -- Determine if any menu or dialog is visible. -- Determine if any dialog is visible. -- Determine if an overlaid UI view with regular game display is visible, e.g. placement or landscaping. -- Display and return a screen identified by name. -- Display a dialog identified by name. -- Close a dialog identified by name. -- Close a dialog identified by its root GuiElement. -- Close all open dialogs. -- Register menu input. -- GUI mouse event hook. -- GUI touch event hook. -- GUI key event hook. -- Update the GUI. -- Draw the GUI. -- Notify controls of an action input with a value. -- Event callback for menu input. -- Event callback for released movement menu input. -- Event callback for released movement menu input. -- Determine if a given GuiElement has input focus. -- Get a screen controller instance by class for special cases. local value = gui:getParameter('key') print('Retrieved value:', value) -- Change the currently displayed screen. -- Make a change screen callback function which encloses the Gui self reference. -- Toggle a custom menu input context for one of the managed frames or screens. -- Make a toggle custom input context function which encloses the Gui self reference. -- Make a play sample function which encloses the Gui self reference. -- Assign the play sample closure to a GUI element which has the PlaySampleMixin included. -- Enter a new menu input context. -- Leave a menu input context. -- Add the instance of a specific reusable GUI frame. -- Add the instance of a specific GUI screen. -- Set the current mission reference for GUI screens. gui:setParameter('key', 'value') -- Let the GUI (and its components) process map data when it's loaded. -- Set the network client reference for GUI screens. gui:setParameter('key', 'value') -- Set the networ |
Giantsdansm Sas (sdsda12asda) | 29.12.2024 19:54 |
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It turns out that what the reply upstairs was referring to were the files in the game directory folder. |
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