Functions listed below are undocumented and are not guaranteed to work as
expected.
They may be unstable, behave inconsistently, or be removed in
future updates without notice.
Use them at your own risk, and avoid relying
on them in production code where stability is important.
Scripts can have parameters defined in the level XML file. These serve as input to a specific instance of the script and can be used to configure various options and parameters of the script. While these parameters can be read at any time in the script, it's recommended to copy them to a global variable in or outside the init function.
GetIntParam GetFloatParam GetBoolParam GetStringParam GetColorParam
General functions that control the operation and flow of the script.
| Physical input | Description |
| esc | Escape key |
| tab | Tab key |
| lmb | Left mouse button |
| rmb | Right mouse button |
| mmb | Middle mouse button |
| uparrow | Up arrow key |
| downarrow | Down arrow key |
| leftarrow | Left arrow key |
| rightarrow | Right arrow key |
| f1-f12 | Function keys |
| backspace | Backspace key |
| alt | Alt key |
| delete | Delete key |
| home | Home key |
| end | End key |
| pgup | Pgup key |
| pgdown | Pgdown key |
| insert | Insert key |
| space | Space bar |
| shift | Shift key |
| ctrl | Ctrl key |
| return | Return key |
| any | Any key or button |
| a,b,c,... | Latin, alphabetical keys a through z |
| 0-9 | Digits, zero to nine |
| mousedx | Mouse horizontal diff. Only valid in InputValue. |
| mousedy | Mouse vertical diff. Only valid in InputValue. |
| mousewheel | Mouse wheel. Only valid in InputValue. |
| Logical input | Description |
| up | Move forward / Accelerate |
| down | Move backward / Brake |
| left | Move left |
| right | Move right |
| interact | Interact |
| flashlight | Flashlight |
| jump | Jump |
| crouch | Crouch |
| usetool | Use tool |
| grab | Grab |
| handbrake | Handbrake |
| map | Map |
| pause | Pause game (escape) |
| vehicleraise | Raise vehicle parts |
| vehiclelower | Lower vehicle parts |
| vehicleaction | Vehicle action |
| camerax | Camera x movement, scaled by sensitivity. Only valid in InputValue. |
| cameray | Camera y movement, scaled by sensitivity. Only valid in InputValue. |
| tool_group_prev | Switch to previous tool group |
| tool_group_next | Switch to next tool group |
| extra0 | Extra action 0 |
| extra1 | Extra action 1 |
| extra2 | Extra action 2 |
| extra3 | Extra action 3 |
| extra4 | Extra action 4 |
| extra5 | Extra action 5 |
| extra6 | Extra action 6 |
| photomode | Photomode |
| zoom | Zoom |
| menu_left | Menu left |
| menu_right | Menu right |
| menu_up | Menu up |
| menu_down | Menu down |
| menu_next | Menu next |
| menu_prev | Menu prev |
| menu_accept | Menu accept |
| menu_cancel | Menu cancel |
GetVersion HasVersion GetTime GetTimeStep InputLastPressedKey InputPressed InputReleased InputDown InputValue InputClear InputResetOnTransition LastInputDevice SetValue SetValueInTable PauseMenuButton HasFile StartLevel SetPaused Restart Menu ClientCall ServerCall
The Teardown engine uses a global key/value-pair registry that scripts can read and write. The engine exposes a lot of internal information through the registry, but it can also be used as way for scripts to communicate with each other.
The registry is a hierarchical node structure and can store a value in each node (parent nodes can also have a value). The values can be of type floating point number, integer, boolean or string, but all types are automatically converted if another type is requested. Some registry nodes are reserved and used for special purposes.
Registry node names may only contain the characters a-z, numbers 0-9, dot, dash and underscore.
| Key | Description |
| options | reserved for game settings (write protected from mods) |
| game | reserved for the game engine internals (see documentation) |
| savegame | used for persistent game data (write protected for mods) |
| savegame.mod | used for persistent mod data. Use only alphanumeric character for key name. |
| level | not reserved, but recommended for level specific entries and script communication |
ClearKey ListKeys HasKey SetInt GetInt SetFloat GetFloat SetBool GetBool SetString GetString SetColor GetColor GetTranslatedStringByKey HasTranslationByKey LoadLanguageTable GetUserNickname
The event system allows scripts to register listeners for events and trigger them. Events are used to communicate between scripts.
Events can also be triggered by the game engine, such as player death, explosion, etc. The following built-in events are available:
| Event | Description | Parameters | Availability |
| playerhurt | Triggered when a player is hurt. | playerId (number), healthBefore (number), healthAfter (number), attackerId (number), point (TVec), impulse (TVec) | Server and Client |
| playerdied | Triggered when a player dies. | playerId (number), attackerId (number), damage (number), healthBefore (number), cause (string), point (TVec), impulse (TVec) | Server and Client |
| explosion | Triggered when an explosion occurs. | point (TVec), strength (number) | Server only |
| projectilehit | Triggered when a projectile hits an object. | shape (number), point (TVec), direction (TVec) | Server only |
You can also create custom events that can be triggered by your scripts and listened to by other scripts.
GetEventCount PostEvent GetEvent
Vector math is used in Teardown scripts to represent 3D positions, directions, rotations and transforms. The base types are vectors, quaternions and transforms. Vectors and quaternions are indexed tables with three and four components. Transforms are tables consisting of one vector (pos) and one quaternion (rot)
Vec VecCopy VecStr VecLength VecNormalize VecScale VecAdd VecSub VecDot VecCross VecLerp Quat QuatCopy QuatAxisAngle QuatDeltaNormals QuatDeltaVectors QuatEuler QuatAlignXZ GetQuatEuler QuatLookAt QuatSlerp QuatStr QuatRotateQuat QuatRotateVec Transform TransformCopy TransformStr TransformToParentTransform TransformToLocalTransform TransformToParentVec TransformToLocalVec TransformToParentPoint TransformToLocalPoint SetRandomSeed GetRandomBool GetRandomInt GetRandomFloat GetRandomDirection
An Entity is the basis of most objects in the Teardown engine (bodies, shapes, lights, locations, etc). All entities can have tags, which is a way to store custom properties on entities for scripting purposes. Some tags are also reserved for engine use. See documentation for details.
FindEntity FindEntities GetEntityChildren GetEntityParent SetTag RemoveTag HasTag GetTagValue ListTags GetDescription SetDescription Delete IsHandleValid GetEntityType GetProperty SetProperty
A body represents a rigid body in the scene. It can be either static or dynamic. Only dynamic bodies are affected by physics.
FindBody FindBodies GetBodyTransform SetBodyTransform GetBodyMass IsBodyDynamic SetBodyDynamic SetBodyVelocity GetBodyVelocity GetBodyVelocityAtPos SetBodyAngularVelocity GetBodyAngularVelocity IsBodyActive SetBodyActive ApplyBodyImpulse GetBodyShapes GetBodyVehicle GetBodyAnimator GetBodyPlayer GetBodyBounds GetBodyCenterOfMass IsBodyVisible IsBodyBroken IsBodyJointedToStatic DrawBodyOutline DrawBodyHighlight GetBodyClosestPoint ConstrainVelocity ConstrainAngularVelocity ConstrainPosition ConstrainOrientation GetWorldBody
A shape is a voxel object and always owned by a body. A single body may contain multiple shapes. The transform of shape is expressed in the parent body coordinate system.
FindShape FindShapes GetShapeLocalTransform SetShapeLocalTransform GetShapeWorldTransform GetShapeBody GetShapeJoints GetShapeLights GetShapeBounds SetShapeEmissiveScale SetShapeDensity GetShapeMaterialAtPosition GetShapeMaterialAtIndex GetShapeSize GetShapeVoxelCount IsShapeVisible IsShapeBroken DrawShapeOutline DrawShapeHighlight SetShapeCollisionFilter GetShapeCollisionFilter CreateShape ClearShape ResizeShape SetShapeBody CopyShapeContent CopyShapePalette GetShapePalette GetShapeMaterial SetBrush DrawShapeLine DrawShapeBox ExtrudeShape TrimShape SplitShape MergeShape IsShapeDisconnected IsStaticShapeDetached GetShapeClosestPoint IsShapeTouching
Locations are transforms placed in the editor as markers. Location transforms are always expressed in world space coordinates.
FindLocation FindLocations GetLocationTransform
Joints are used to physically connect two shapes. There are several types of joints and they are typically placed in the editor. When destruction occurs, joints may be transferred to new shapes, detached or completely disabled.
FindJoint FindJoints IsJointBroken GetJointType GetJointOtherShape GetJointShapes SetJointMotor SetJointMotorTarget GetJointLimits GetJointMovement GetJointedBodies DetachJointFromShape GetRopeNumberOfPoints GetRopePointPosition GetRopeBounds BreakRope
An animator manages a prefab hierarchy using a matching skeleton and a set of animation sequences. These animations are processed sequentially, generating a "blend-tree."
There are two types of animations: looping and single-shot. Looping animations must be called every frame to keep them active; otherwise, they will stop. In contrast, single-shot animations are triggered once and will play to completion.
Single-shot animations are automatically processed after all looping animations, but they can be executed earlier if necessary. To ensure that single-shot animations are processed in the correct order within the blend-tree, an instance API is available.
Inverse Kinematics (IK) can be used, typically as the final step, to control specific parts of the skeleton, such as reaching for an object.
SetAnimatorPositionIK SetAnimatorTransformIK GetBoneChainLength FindAnimator FindAnimators GetAnimatorTransform GetAnimatorAdjustTransformIK SetAnimatorTransform MakeRagdoll UnRagdoll PlayAnimation PlayAnimationLoop PlayAnimationInstance StopAnimationInstance PlayAnimationFrame BeginAnimationGroup EndAnimationGroup PlayAnimationInstances GetAnimationClipNames GetAnimationClipDuration SetAnimationClipFade SetAnimationClipSpeed TrimAnimationClip GetAnimationClipLoopPosition GetAnimationInstancePosition SetAnimationClipLoopPosition SetBoneRotation SetBoneLookAt RotateBone GetBoneNames GetBoneBody GetBoneWorldTransform GetBoneBindPoseTransform
Light sources can be of several differnt types and configured in the editor. If a light source is owned by a shape, the intensity of the light source is scaled by the emissive scale of that shape. If the parent shape breaks, the emissive scale is set to zero and the light source is disabled. A light source without a parent shape will always emit light, unless exlicitly disabled by a script.
FindLight FindLights SetLightEnabled SetLightColor SetLightIntensity GetLightTransform GetLightShape IsLightActive IsPointAffectedByLight GetFlashlight SetFlashlight
Triggers can be placed in the scene and queried by scripts to see if something is within a certain part of the scene.
FindTrigger FindTriggers GetTriggerTransform SetTriggerTransform GetTriggerBounds IsBodyInTrigger IsVehicleInTrigger IsShapeInTrigger IsPointInTrigger IsPointInBoundaries IsTriggerEmpty GetTriggerDistance GetTriggerClosestPoint
Screens display the content of UI scripts and can be made interactive.
FindScreen FindScreens SetScreenEnabled IsScreenEnabled GetScreenShape GetScreenPlayer
Vehicles are set up in the editor and consists of multiple parts owned by a vehicle entity.
FindVehicle FindVehicles GetVehicleTransform GetVehicleExhaustTransforms GetVehicleVitalTransforms GetVehicleBodies GetVehicleBody GetVehicleHealth GetVehicleParams SetVehicleParam GetVehicleDriverPos GetVehicleAvailableSeatPos GetVehicleSteering GetVehicleDrive DriveVehicle GetVehicleLocationWorldTransform GetVehiclePassengerCount SetVehicleHealth
Rig functions. A rig contains a set of named transforms often used by the player script to set IK-targets, but it can be used as a general transform container as well. Transforms are stored internally as local transforms relative the rig transform. A rig can itself be a child to a body(using "relative_parent" tag) or vehicle(automatically relative to vehicle)
FindRig GetRigWorldTransform SetRigWorldTransform GetRigLocationWorldTransform SetRigLocationWorldTransform GetRigLocationLocalTransform SetRigLocationLocalTransform
The player functions expose certain information about the player.
GetAllPlayers GetMaxPlayers GetPlayerCount GetAddedPlayers GetRemovedPlayers GetPlayerName GetLocalPlayer IsPlayerLocal GetPlayerCharacter IsPlayerHost IsPlayerValid GetPlayerPos GetPlayerAimInfo GetPlayerPitch GetPlayerYaw SetPlayerPitch GetPlayerCrouch GetPlayerTransform GetPlayerTransformWithPitch SetPlayerTransform SetPlayerTransformWithPitch SetPlayerGroundVelocity GetPlayerEyeTransform GetPlayerCameraTransform SetPlayerCameraOffsetTransform SetPlayerSpawnTransform SetPlayerSpawnHealth SetPlayerSpawnTool GetPlayerVelocity SetPlayerVehicle SetPlayerAnimator GetPlayerAnimator GetPlayerBodies SetPlayerVelocity GetPlayerVehicle IsPlayerGrounded IsPlayerVehicleDriver IsPlayerVehiclePassenger IsPlayerJumping GetPlayerGroundContact GetPlayerGrabShape GetPlayerGrabBody ReleasePlayerGrab GetPlayerGrabPoint GetPlayerPickShape GetPlayerPickBody GetPlayerInteractShape GetPlayerInteractBody SetPlayerScreen GetPlayerScreen SetPlayerHealth GetPlayerHealth GetPlayerCanUseTool SetPlayerRegenerationState SetPlayerTool GetPlayerTool RespawnPlayer RespawnPlayerAtTransform GetPlayerWalkingSpeed SetPlayerWalkingSpeed GetPlayerCrouchSpeedScale SetPlayerCrouchSpeedScale GetPlayerHurtSpeedScale SetPlayerHurtSpeedScale GetPlayerParam SetPlayerParam SetPlayerHidden RegisterTool SetToolAmmoPickupAmount GetToolAmmoPickupAmount GetToolBody GetToolHandPoseLocalTransform GetToolHandPoseWorldTransform SetToolHandPoseLocalTransform GetToolLocationLocalTransform GetToolLocationWorldTransform SetToolTransform SetToolAllowedZoom SetToolTransformOverride SetToolOffset SetToolAmmo GetToolAmmo SetToolEnabled IsToolEnabled SetPlayerOrientation GetPlayerOrientation GetPlayerUp SetPlayerRig GetPlayerRig GetPlayerRigWorldTransform ClearPlayerRig SetPlayerRigLocationLocalTransform SetPlayerRigTransform GetPlayerRigLocationWorldTransform SetPlayerRigTags GetPlayerRigHasTag GetPlayerRigTagValue GetPlayerColor SetPlayerColor ApplyPlayerDamage DisablePlayerInput DisablePlayer IsPlayerDisabled DisablePlayerDamage
Sound functions are used for playing sounds or loops in the world. There sound functions are always positioned and will be affected by acoustics simulation. If you want to play dry sounds without acoustics you should use UiSound and UiSoundLoop in the User Interface section.
LoadSound UnloadSound LoadLoop UnloadLoop SetSoundLoopUser PlaySound PlaySoundForUser StopSound IsSoundPlaying GetSoundProgress SetSoundProgress PlayLoop GetSoundLoopProgress SetSoundLoopProgress PlayMusic StopMusic IsMusicPlaying SetMusicPaused GetMusicProgress SetMusicProgress SetMusicVolume SetMusicLowPass
Sprites are 2D images in PNG or JPG format that can be drawn into the world. Sprites can be drawn with ot without depth test (occluded by geometry). Sprites will not be affected by lighting but they will go through post processing. If you want to display positioned information to the player as an overlay, you probably want to use the Ui functions in combination with UiWorldToPixel instead.
Query the level in various ways.
QueryRequire QueryInclude QueryCollisionMask QueryRejectAnimator QueryRejectVehicle QueryRejectBody QueryRejectBodies QueryRejectShape QueryRejectShapes QueryRejectPlayer QueryRaycast QueryRaycastRope QueryRaycastWater QueryShot QueryClosestPoint QueryAabbShapes QueryAabbBodies QueryPath CreatePathPlanner DeletePathPlanner PathPlannerQuery AbortPath GetPathState GetPathLength GetPathPoint GetLastSound IsPointInWater GetWindVelocity
Functions to configure and emit particles, used for fire, smoke and other visual effects. There are two types of particles in Teardown - plain particles and smoke particles. Plain particles are simple billboard particles simulated with gravity and velocity that can be used for fire, debris, rain, snow and such. Smoke particles are only intended for smoke and they are simulated with fluid dynamics internally and rendered with some special tricks to get a more smoke-like appearance.
All functions in the particle API, except for SpawnParticle modify properties in the particle state, which is then used when emitting particles, so the idea is to set up a state, and then emit one or several particles using that state.
Most properties in the particle state can be either constant or animated over time. Supply a single argument for constant, two argument for linear interpolation, and optionally a third argument for other types of interpolation. There are also fade in and fade out parameters that fade from and to zero.
ParticleReset ParticleType ParticleTile ParticleColor ParticleRadius ParticleAlpha ParticleGravity ParticleDrag ParticleEmissive ParticleRotation ParticleStretch ParticleSticky ParticleCollide ParticleFlags SpawnParticle
Functions to spawn entities in the scene. The Spawn function can spawn prefabs from file or xml.
Functions of peripheral nature that doesn't fit in anywhere else
AddMapMarker SelectedMapMarker Shoot Paint PaintRGBA MakeHole Explosion SpawnFire GetFireCount QueryClosestFire QueryAabbFireCount RemoveAabbFires GetCameraTransform SetCameraTransform RequestFirstPerson RequestThirdPerson SetCameraOffsetTransform AttachCameraTo SetPivotClipBody ShakeCamera SetCameraFov SetCameraDof SetLowHealthBlurThreshold PointLight SetTimeScale SetEnvironmentDefault SetEnvironmentProperty GetEnvironmentProperty SetPostProcessingDefault SetPostProcessingProperty GetPostProcessingProperty DrawLine DebugLine DebugCross DebugTransform DebugWatch DebugPrint RegisterListenerTo UnregisterListener TriggerEvent LoadHaptic CreateHaptic PlayHaptic PlayHapticDirectional HapticIsPlaying SetToolHaptic StopHaptic AddHeat GetBoundaryArea GetBoundaryBounds GetGravity SetGravity GetFps
The user interface functions are used for drawing interactive 2D graphics and can only be called from the draw function of a script. The ui functions are designed with the immediate mode gui paradigm in mind and uses a cursor and state stack. Pushing and popping the stack is cheap and designed to be called often.
UiMakeInteractive UiPush UiPop UiWidth UiHeight UiCenter UiMiddle UiColor UiColorFilter UiResetColor UiTranslate UiRotate UiScale UiGetScale UiClipRect UiWindow UiGetCurrentWindow UiIsInCurrentWindow UiIsRectFullyClipped UiIsInClipRegion UiIsFullyClipped UiSafeMargins UiCanvasSize UiAlign UiTextAlignment UiModalBegin UiModalEnd UiDisableInput UiEnableInput UiReceivesInput UiGetMousePos UiGetCanvasMousePos UiIsMouseInRect UiWorldToPixel UiPixelToWorld UiGetCursorPos UiBlur UiFont UiFontHeight UiText UiTextDisableWildcards UiTextUniformHeight UiGetTextSize UiMeasureText UiGetSymbolsCount UiTextSymbolsSub UiWordWrap UiTextLineSpacing UiTextOutline UiTextShadow UiRect UiRectOutline UiRoundedRect UiRoundedRectOutline UiCircle UiCircleOutline UiFillImage UiBackgroundBlur UiImage UiUnloadImage UiHasImage UiGetImageSize UiImageBox UiSound UiSoundLoop UiMute UiButtonImageBox UiButtonHoverColor UiButtonPressColor UiButtonPressDist UiButtonTextHandling UiTextButton UiImageButton UiBlankButton UiSlider UiSliderHoverColorFilter UiSliderThumbSize UiGetScreen UiNavComponent UiIgnoreNavigation UiResetNavigation UiNavSkipUpdate UiIsComponentInFocus UiNavGroupBegin UiNavGroupEnd UiNavGroupSize UiForceFocus UiFocusedComponentId UiFocusedComponentRect UiGetItemSize UiAutoTranslate UiBeginFrame UiResetFrame UiFrameOccupy UiEndFrame UiFrameSkipItem UiGetFrameNo UiGetLanguage UiSetCursorState
value = GetIntParam(name, default)
Arguments
name (string) – Parameter name
default (number) – Default parameter value
Return value
value (number) – Parameter value
function init()
--Retrieve blinkcount parameter, or set to 5 if omitted
local parameterBlinkCount = GetIntParam("blinkcount", 5)
DebugPrint(parameterBlinkCount)
end
value = GetFloatParam(name, default)
Arguments
name (string) – Parameter name
default (number) – Default parameter value
Return value
value (number) – Parameter value
function init()
--Retrieve speed parameter, or set to 10.0 if omitted
local parameterSpeed = GetFloatParam("speed", 10.0)
DebugPrint(parameterSpeed)
end
value = GetBoolParam(name, default)
Arguments
name (string) – Parameter name
default (boolean) – Default parameter value
Return value
value (boolean) – Parameter value
function init()
--Retrieve playsound parameter, or false if omitted
local parameterPlaySound = GetBoolParam("playsound", false)
DebugPrint(parameterPlaySound)
end
value = GetStringParam(name, default)
Arguments
name (string) – Parameter name
default (string) – Default parameter value
Return value
value (string) – Parameter value
function init()
--Retrieve mode parameter, or "idle" if omitted
local parameterMode = GetStringParam("mode", "idle")
DebugPrint(parameterMode)
end
value = GetColorParam(name, default)
Arguments
name (string) – Parameter name
default (number) – Default parameter value
Return value
value (number) – Parameter value
function init()
--Retrieve color parameter, or set to 0.39, 0.39, 0.39 if omitted
local color_r, color_g, color_b = GetColorParam("color", 0.39, 0.39, 0.39)
DebugPrint(color_r .. " " .. color_g .. " " .. color_b)
end
version = GetVersion()
Arguments
none
Return value
version (string) – Dot separated string of current version of the game
function init() local v = GetVersion() --v is "0.5.0" DebugPrint(v) end
match = HasVersion(version)
Arguments
version (string) – Reference version
Return value
match (boolean) – True if current version is at least provided one
function init()
if HasVersion("1.5.0") then
--conditional code that only works on 0.6.0 or above
DebugPrint("New version")
else
--legacy code that works on earlier versions
DebugPrint("Earlier version")
end
end
time = GetTime()
Arguments
none
Return value
time (number) – The time in seconds since level was started
Returns running time of this script. If called from update, this returns the simulated time, otherwise it returns wall time.
function client.update() local t = GetTime() DebugPrint(t) end
dt = GetTimeStep()
Arguments
none
Return value
dt (number) – The timestep in seconds
Returns timestep of the last frame. If called from update, this returns the simulation time step, which is always one 60th of a second (0.0166667). If called from tick or draw it returns the actual time since last frame.
function client.tick()
local dt = GetTimeStep()
DebugPrint("tick dt: " .. dt)
end
function client.update()
local dt = GetTimeStep()
DebugPrint("update dt: " .. dt)
end
name = InputLastPressedKey([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
name (string) – Name of last pressed key, empty if no key is pressed
function client.tick() local name = InputLastPressedKey() if string.len(name) > 0 then DebugPrint(name) end end
pressed = InputPressed(input, [playerId])
Arguments
input (string) – The input identifier
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
pressed (boolean) – True if input was pressed during last frame
function client.tick()
if InputPressed("interact") then
DebugPrint("interact")
end
end
pressed = InputReleased(input, [playerId])
Arguments
input (string) – The input identifier
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
pressed (boolean) – True if input was released during last frame
function client.tick()
if InputReleased("interact") then
DebugPrint("interact")
end
end
pressed = InputDown(input, [playerId])
Arguments
input (string) – The input identifier
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
pressed (boolean) – True if input is currently held down
function client.tick()
if InputDown("interact") then
DebugPrint("interact")
end
end
value = InputValue(input, [playerId])
Arguments
input (string) – The input identifier
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
value (number) – Depends on input type
local scrollPos = 0
function client.tick()
scrollPos = scrollPos + InputValue("mousewheel")
DebugPrint(scrollPos)
end
InputClear()
Arguments
none
Return value
none
All player input is "forgotten" by the game after calling this function
function client.update()
-- Prints '2' because InputClear() allows the game to "forget" the player's input
if InputDown("interact") then
InputClear()
if InputDown("interact") then
DebugPrint(1)
else
DebugPrint(2)
end
end
end
InputResetOnTransition()
Arguments
none
Return value
none
This function will reset everything we need to reset during state transition
function update()
if InputDown("interact") then
-- In this form, you won't be able to notice the result of the function; you need a specific context
InputResetOnTransition()
end
end
value = LastInputDevice()
Arguments
none
Return value
value (number) – Last device id
Returns the last input device id. 0 - none, 1 - mouse, 2 - gamepad
#include "ui/ui_helpers.lua"
function client.update()
if LastInputDevice() == UI_DEVICE_GAMEPAD then
DebugPrint("Last input was from gamepad")
elseif LastInputDevice() == UI_DEVICE_MOUSE then
DebugPrint("Last input was mouse & keyboard")
elseif LastInputDevice() == UI_DEVICE_TOUCHSCREEN then
DebugPrint("Last input was touchscreen")
end
end
SetValue(variable, value, [transition], [time])
Arguments
variable (string) – Name of number variable in the global context
value (number) – The new value
transition (string, optional) – Transition type. See description.
time (number, optional) – Transition time (seconds)
Return value
none
Set value of a number variable in the global context with an optional transition. If a transition is provided the value will animate from current value to the new value during the transition time. Transition can be one of the following:
| Transition | Description |
| linear | Linear transition |
| cosine | Slow at beginning and end |
| easein | Slow at beginning |
| easeout | Slow at end |
| bounce | Bounce and overshoot new value |
myValue = 0
function client.tick()
--This will change the value of myValue from 0 to 1 in a linear fasion over 0.5 seconds
SetValue("myValue", 1, "linear", 0.5)
DebugPrint(myValue)
end
SetValueInTable(tableId, memberName, newValue, type, length)
Arguments
tableId (table) – Id of the table
memberName (string) – Name of the member
newValue (number) – New value
type (string) – Transition type
length (number) – Transition length
Return value
none
Chages the value of a table member in time according to specified args. Works similar to SetValue but for global variables of trivial types
local t = {}
function init()
SetValueInTable(t, "score", 1, "number", 1)
end
function update()
if InputPressed("interact") then
SetValueInTable(t, "score", t.score + 1, "number", 1)
DebugPrint(t.score)
end
end
clicked = PauseMenuButton(title, [location], [disabled])
Arguments
title (string) – Text on button
location (string, optional) – Button location. If "bottom_bar" - bottom bar, if "main_bottom" - below "Main menu" button, if "main_top" - above "Main menu" button. Default "bottom_bar".
disabled (bool, optional) – Disable button. Button will be rendered as grayed out. Default is false. Only available when used with "bottom_bar".
Return value
clicked (boolean) – True if clicked, false otherwise
Calling this function will add a button on the bottom bar or in the main pause menu (center of the screen) when the game is paused. Identified by 'location' parameter, it can be below "Main menu" button (by passing "main_bottom" value)or above (by passing "main_top"). A primary button will be placed in the main pause menu if this function is called from a playable mod. There can be only one primary button. Use this as a way to bring up mod settings or other user interfaces while the game is running. Call this function every frame from the tick function for as long as the pause menu button should still be visible. Only one button per script is allowed. Consecutive calls replace button added in previous calls.
function server.startLevel(mission, path)
StartLevel(mission, path)
end
function server.respawnPlayer(player)
-- Respawn player
end
function client.tick()
for p in Players() do
if IsPlayerHost(p) then
-- Primary button which will be placed in the main pause menu below "Main menu" button
if PauseMenuButton("Back to Hub", "main_bottom") then
ServerCall("server.startLevel", "hub", "level/hub.xml")
end
-- Primary button which will be placed in the main pause menu above "Main menu" button
if PauseMenuButton("Back to Hub", "main_top") then
ServerCall("server.startLevel", "hub", "level/hub.xml")
end
-- Button will be placed in the bottom bar of the pause menu
if PauseMenuButton("MyMod Settings") then
visible = true
end
else
if PauseMenuButton("Respawn (wait 8s)", "bottom_bar", true) then
ServerCall("server.respawnPlayer", p)
end
end
end
end
function draw()
if visible then
UiMakeInteractive()
end
end
exists = HasFile(path)
Arguments
path (string) – Path to file
Return value
exists (boolean) – True if file exists
Checks that file exists on the specified path. It is preferable to use UiHasImage whenever possible - it has better performance
local file = "gfx/circle.png"
function draw()
if HasFile(image) then
DebugPrint("file " .. file .. " exists")
end
end
StartLevel(mission, path, [layers], [passThrough])
Arguments
mission (string) – An identifier of your choice
path (string) – Path to level XML file
layers (string, optional) – Active layers. Default is no layers.
passThrough (boolean, optional) – If set, loading screen will have no text and music will keep playing
Return value
none
Start a level
function server.init()
--Start level with no active layers
StartLevel("level1", "MOD/level1.xml")
--Start level with two layers
StartLevel("level1", "MOD/level1.xml", "vehicles targets")
end
SetPaused(paused)
Arguments
paused (boolean) – True if game should be paused
Return value
none
Set paused state of the game
function client.tick()
if InputPressed("interact") then
--Pause game and bring up pause menu on HUD
SetPaused(true)
end
end
Restart()
Arguments
none
Return value
none
Restart level
function server.tick()
if InputPressed("interact") then
Restart()
end
end
Menu()
Arguments
none
Return value
none
Go to main menu
function client.tick()
if InputPressed("interact") then
Menu()
end
end
ClientCall(playerId, function, [param1, param2, .., paramN])
Arguments
playerId (number) – Player ID of the recipient. Use 0 to broadcast to every player.
function (string) – Name of the function to be invoked. This function must exist within issuing script.
param1, param2, .., paramN (any, optional) – Optional parameters to send to the recipent(s). Arguments should match the signature of the specified function.
Return value
none
function server.tick() for p in Players() do if GetPlayerHealth(p) == 0) then ClientCall(p, "client.showRespawnBtn") end end if matchEnded then ClientCall(0, "client.displayParticles", "confetti", 200, 0.3, Vec(0, 30, 0)) end end function client.showRespawnBtn() -- show respawn ui.. end function client.displayParticles(particleName, amount, life, pos) -- spawn particles.. end
ServerCall(function, [param1, param2, .., paramN])
Arguments
function (string) – Name of the function to be invoked. This function must exist within issuing script.
param1, param2, .., paramN (any, optional) – Optional parameters to send to the server. Arguments should match the signature of the specified function.
Return value
none
function client.tick()
if UiTextButton("I am Ready") then
ServerCall("server.setPlayerReady", GetLocalPlayer())
end
end
function server.setPlayerReady(playerId)
shared.playersReady[playerId] = true
end
ClearKey(key)
Arguments
key (string) – Registry key to clear
Return value
none
Remove registry node, including all child nodes.
function init()
--If the registry looks like this:
-- score
-- levels
-- level1 = 5
-- level2 = 4
ClearKey("score.levels")
--Afterwards, the registry will look like this:
-- score
end
children = ListKeys(parent)
Arguments
parent (string) – The parent registry key
Return value
children (table) – Indexed table of strings with child keys
List all child keys of a registry node.
--If the registry looks like this:
-- game
-- tool
-- steroid
-- rifle
-- ...
function init()
local list = ListKeys("game.tool")
for i=1, #list do
DebugPrint(list[i])
end
end
--This will output:
--steroid
--rifle
-- ...
exists = HasKey(key)
Arguments
key (string) – Registry key
Return value
exists (boolean) – True if key exists
Returns true if the registry contains a certain key
function init()
DebugPrint(HasKey("score.levels"))
DebugPrint(HasKey("game.tool.rifle"))
end
SetInt(key, value, [sync])
Arguments
key (string) – Registry key
value (number) – Desired value
sync (boolean, optional) – Synchronize to clients
Return value
none
function init()
SetInt("score.levels.level1", 4)
DebugPrint(GetInt("score.levels.level1"))
end
value = GetInt(key)
Arguments
key (string) – Registry key
Return value
value (number) – Integer value of registry node or zero if not found
function init()
SetInt("score.levels.level1", 4)
DebugPrint(GetInt("score.levels.level1"))
end
SetFloat(key, value, [sync])
Arguments
key (string) – Registry key
value (number) – Desired value
sync (boolean, optional) – Synchronize to clients
Return value
none
function init()
SetFloat("level.time", 22.3)
DebugPrint(GetFloat("level.time"))
end
value = GetFloat(key)
Arguments
key (string) – Registry key
Return value
value (number) – Float value of registry node or zero if not found
function init()
SetFloat("level.time", 22.3)
DebugPrint(GetFloat("level.time"))
end
SetBool(key, value, [sync])
Arguments
key (string) – Registry key
value (boolean) – Desired value
sync (boolean, optional) – Synchronize to clients
Return value
none
function init()
SetBool("level.robots.enabled", true)
DebugPrint(GetBool("level.robots.enabled"))
end
value = GetBool(key)
Arguments
key (string) – Registry key
Return value
value (boolean) – Boolean value of registry node or false if not found
function init()
SetBool("level.robots.enabled", true)
DebugPrint(GetBool("level.robots.enabled"))
end
SetString(key, value, [sync])
Arguments
key (string) – Registry key
value (string) – Desired value
sync (boolean, optional) – Synchronize to clients
Return value
none
function init()
SetString("level.name", "foo")
DebugPrint(GetString("level.name"))
end
value = GetString(key)
Arguments
key (string) – Registry key
Return value
value (string) – String value of registry node or "" if not found
function init()
SetString("level.name", "foo")
DebugPrint(GetString("level.name"))
end
SetColor(key, r, g, b, [a])
Arguments
key (string) – Registry key
r (number) – Desired red channel value
g (number) – Desired green channel value
b (number) – Desired blue channel value
a (number, optional) – Desired alpha channel value
Return value
none
Sets the color registry key value
function init()
SetColor("game.tool.wire.color", 1.0, 0.5, 0.3)
end
r, g, b, a = GetColor(key)
Arguments
key (string) – Registry key
Return value
r (number) – Desired red channel value
g (number) – Desired green channel value
b (number) – Desired blue channel value
a (number) – Desired alpha channel value
Returns the color registry key value
function init()
SetColor("red", 1.0, 0.1, 0.1)
color = GetColor("red")
DebugPrint("RGBA: " .. color[1] .. " " .. color[2] .. " " .. color[3] .. " " .. color[4])
end
value = GetTranslatedStringByKey(key, [default])
Arguments
key (string) – Translation key
default (string, optional) – Default value
Return value
value (string) – Translation
Returns the translation for the specified key from the translation table. If the key is not found returns the default value
function init()
DebugPrint(GetTranslatedStringByKey("TOOL_CAMERA"))
end
value = HasTranslationByKey(key)
Arguments
key (string) – Translation key
Return value
value (boolean) – True if translation exists
Checks that translation for specified key exists
function init()
DebugPrint(HasTranslationByKey("TOOL_CAMERA"))
end
LoadLanguageTable(id)
Arguments
id (number) – Language id (enum)
Return value
none
Loads the language table for specified language id for further localization.
Possible id values are:
| Id | Language |
| 0 | English |
| 1 | French |
| 2 | Spanish |
| 3 | Italian |
| 4 | German |
| 5 | Simplified Chinese |
| 6 | Japanese |
| 7 | Russian |
| 8 | Polish |
function init() -- loads the english localization table LoadLanguageTable(0) end
value = GetUserNickname([id])
Arguments
id (number, optional) – User id
Return value
value (string) – User nickname
Returns the user nickname with the specified id. If id is not specified, returns nickname for user with id '0'
function init() DebugPrint(GetUserNickname(0)) end
value = GetEventCount(type)
Arguments
type (string) – Event type
Return value
value (number) – Number of event available
local count = GetEventCount("matchended")
for i=1, count do
local name1, name2, score1, score2 = GetEvent("matchended", i)
end
PostEvent(eventName, [param1, param2, .., paramN])
Arguments
eventName (string) – Event name
param1, param2, .., paramN (any, optional) – Optional parameters to send with the event.
Return value
none
Post a custom event with the specified name and parameters. The parameters will be saved in a memory stream and can be retrieved later using GetEvent.
PostEvent("matchended", "team1", "team2", 5, 10)
returnValues = GetEvent(type, index)
Arguments
type (string) – Event type
index (number) – Event index (starting with one)
Return value
returnValues (varying) – Return values depending on event type
local count = GetEventCount("matchended")
for i=1, count do
local name1, name2, score1, score2 = GetEvent("matchended", i)
end
vec = Vec([x], [y], [z])
Arguments
x (number, optional) – X value
y (number, optional) – Y value
z (number, optional) – Z value
Return value
vec (TVec) – New vector
Create new vector and optionally initializes it to the provided values. A Vec is equivalent to a regular lua table with three numbers.
function init()
--These are equivalent
local a1 = Vec()
local a2 = {0, 0, 0}
DebugPrint("a1 == a2: " .. tostring(VecStr(a1) == VecStr(a2)))
--These are equivalent
local b1 = Vec(0, 1, 0)
local b2 = {0, 1, 0}
DebugPrint("b1 == b2: " .. tostring(VecStr(b1) == VecStr(b2)))
end
new = VecCopy(org)
Arguments
org (TVec) – A vector
Return value
new (TVec) – Copy of org vector
Vectors should never be assigned like regular numbers. Since they are implemented with lua tables assignment means two references pointing to the same data. Use this function instead.
function init() --Do this to assign a vector local right1 = Vec(1, 2, 3) local right2 = VecCopy(right1) --Never do this unless you REALLY know what you're doing local wrong1 = Vec(1, 2, 3) local wrong2 = wrong1 end
str = VecStr(vector)
Arguments
vector (TVec) – Vector
Return value
str (string) – String representation
Returns the string representation of vector
function init() local v = Vec(0, 10, 0) DebugPrint(VecStr(v)) end
length = VecLength(vec)
Arguments
vec (TVec) – A vector
Return value
length (number) – Length (magnitude) of the vector
function init() local v = Vec(1,1,0) local l = VecLength(v) --l now equals 1.4142 DebugPrint(l) end
norm = VecNormalize(vec)
Arguments
vec (TVec) – A vector
Return value
norm (TVec) – A vector of length 1.0
If the input vector is of zero length, the function returns {0,0,1}
function init()
local v = Vec(0,3,0)
local n = VecNormalize(v)
--n now equals {0,1,0}
DebugPrint(VecStr(n))
end
norm = VecScale(vec, scale)
Arguments
vec (TVec) – A vector
scale (number) – A scale factor
Return value
norm (TVec) – A scaled version of input vector
function init()
local v = Vec(1,2,3)
local n = VecScale(v, 2)
--n now equals {2,4,6}
DebugPrint(VecStr(n))
end
c = VecAdd(a, b)
Arguments
a (TVec) – Vector
b (TVec) – Vector
Return value
c (TVec) – New vector with sum of a and b
function init()
local a = Vec(1,2,3)
local b = Vec(3,0,0)
local c = VecAdd(a, b)
--c now equals {4,2,3}
DebugPrint(VecStr(c))
end
c = VecSub(a, b)
Arguments
a (TVec) – Vector
b (TVec) – Vector
Return value
c (TVec) – New vector representing a-b
function init()
local a = Vec(1,2,3)
local b = Vec(3,0,0)
local c = VecSub(a, b)
--c now equals {-2,2,3}
DebugPrint(VecStr(c))
end
c = VecDot(a, b)
Arguments
a (TVec) – Vector
b (TVec) – Vector
Return value
c (number) – Dot product of a and b
function init() local a = Vec(1,2,3) local b = Vec(3,1,0) local c = VecDot(a, b) --c now equals 5 DebugPrint(c) end
c = VecCross(a, b)
Arguments
a (TVec) – Vector
b (TVec) – Vector
Return value
c (TVec) – Cross product of a and b (also called vector product)
function init()
local a = Vec(1,0,0)
local b = Vec(0,1,0)
local c = VecCross(a, b)
--c now equals {0,0,1}
DebugPrint(VecStr(c))
end
c = VecLerp(a, b, t)
Arguments
a (TVec) – Vector
b (TVec) – Vector
t (number) – fraction (usually between 0.0 and 1.0)
Return value
c (TVec) – Linearly interpolated vector between a and b, using t
function init()
local a = Vec(2,0,0)
local b = Vec(0,4,2)
local t = 0.5
--These two are equivalent
local c1 = VecLerp(a, b, t)
local c2 = VecAdd(VecScale(a, 1-t), VecScale(b, t))
--c1 and c2 now equals {1, 2, 1}
DebugPrint("c1" .. VecStr(c1) .. " == c2" .. VecStr(c2))
end
quat = Quat([x], [y], [z], [w])
Arguments
x (number, optional) – X value
y (number, optional) – Y value
z (number, optional) – Z value
w (number, optional) – W value
Return value
quat (TQuat) – New quaternion
Create new quaternion and optionally initializes it to the provided values. Do not attempt to initialize a quaternion with raw values unless you know what you are doing. Use QuatEuler or QuatAxisAngle instead. If no arguments are given, a unit quaternion will be created: {0, 0, 0, 1}. A quaternion is equivalent to a regular lua table with four numbers.
function init()
--These are equivalent
local a1 = Quat()
local a2 = {0, 0, 0, 1}
DebugPrint(QuatStr(a1) == QuatStr(a2))
end
new = QuatCopy(org)
Arguments
org (TQuat) – Quaternion
Return value
new (TQuat) – Copy of org quaternion
Quaternions should never be assigned like regular numbers. Since they are implemented with lua tables assignment means two references pointing to the same data. Use this function instead.
function init() --Do this to assign a quaternion local right1 = QuatEuler(0, 90, 0) local right2 = QuatCopy(right1) --Never do this unless you REALLY know what you're doing local wrong1 = QuatEuler(0, 90, 0) local wrong2 = wrong1 end
quat = QuatAxisAngle(axis, angle)
Arguments
axis (TVec) – Rotation axis, unit vector
angle (number) – Rotation angle in degrees
Return value
quat (TQuat) – New quaternion
Create a quaternion representing a rotation around a specific axis
function init() --Create quaternion representing rotation 30 degrees around Y axis local q = QuatAxisAngle(Vec(0,1,0), 30) DebugPrint(QuatStr(q)) end
quat = QuatDeltaNormals(normal0, normal1)
Arguments
normal0 (TVec) – Unit vector
normal1 (TVec) – Unit vector
Return value
quat (TQuat) – New quaternion
Create a quaternion representing a rotation between the input normals
function init() --Create quaternion representing a rotation between x-axis and y-axis local q = QuatDeltaNormals(Vec(1,0,0), Vec(0,1,0)) end
quat = QuatDeltaVectors(vector0, vector1)
Arguments
vector0 (TVec) – Vector
vector1 (TVec) – Vector
Return value
quat (TQuat) – New quaternion
Create a quaternion representing a rotation between the input vectors that doesn't need to be of unit-length
function init() --Create quaternion representing a rotation between two non-unit vectors aligned along x-axis and y-axis local q = QuatDeltaVectors(Vec(10,0,0), Vec(0,5,0)) end
quat = QuatEuler(x, y, z)
Arguments
x (number) – Angle around X axis in degrees, sometimes also called roll or bank
y (number) – Angle around Y axis in degrees, sometimes also called yaw or heading
z (number) – Angle around Z axis in degrees, sometimes also called pitch or attitude
Return value
quat (TQuat) – New quaternion
Create quaternion using euler angle notation. The order of applied rotations uses the "NASA standard aeroplane" model:
function init() --Create quaternion representing rotation 30 degrees around Y axis and 25 degrees around Z axis local q = QuatEuler(0, 30, 25) end
quat = QuatAlignXZ(xAxis, zAxis)
Arguments
xAxis (TVec) – X axis
zAxis (TVec) – Z axis
Return value
quat (TQuat) – Quaternion
Return the quaternion aligned to specified axes
function update()
local laserSprite = LoadSprite("gfx/laser.png")
local origin = Vec(0, 0, 0)
local dir = Vec(1, 0, 0)
local length = 10
local hitPoint = VecAdd(origin, VecScale(dir, length))
local t = Transform(VecLerp(origin, hitPoint, 0.5))
local xAxis = VecNormalize(VecSub(hitPoint, origin))
local zAxis = VecNormalize(VecSub(origin, GetCameraTransform().pos))
t.rot = QuatAlignXZ(xAxis, zAxis)
DrawSprite(laserSprite, t, length, 0.05+math.random()*0.01, 8, 4, 4, 1, true, true)
DrawSprite(laserSprite, t, length, 0.5, 1.0, 0.3, 0.3, 1, true, true)
end
x, y, z = GetQuatEuler(quat)
Arguments
quat (TQuat) – Quaternion
Return value
x (number) – Angle around X axis in degrees, sometimes also called roll or bank
y (number) – Angle around Y axis in degrees, sometimes also called yaw or heading
z (number) – Angle around Z axis in degrees, sometimes also called pitch or attitude
Return euler angles from quaternion. The order of rotations uses the "NASA standard aeroplane" model:
function init() --Return euler angles from quaternion q q = QuatEuler(30, 45, 0) rx, ry, rz = GetQuatEuler(q) DebugPrint(rx .. " " .. ry .. " " .. rz) end
quat = QuatLookAt(eye, target)
Arguments
eye (TVec) – Vector representing the camera location
target (TVec) – Vector representing the point to look at
Return value
quat (TQuat) – New quaternion
Create a quaternion pointing the negative Z axis (forward) towards a specific point, keeping the Y axis upwards. This is very useful for creating camera transforms.
function init() local eye = Vec(0, 10, 0) local target = Vec(0, 1, 5) local rot = QuatLookAt(eye, target) SetCameraTransform(Transform(eye, rot)) end
c = QuatSlerp(a, b, t)
Arguments
a (TQuat) – Quaternion
b (TQuat) – Quaternion
t (number) – fraction (usually between 0.0 and 1.0)
Return value
c (TQuat) – New quaternion
Spherical, linear interpolation between a and b, using t. This is very useful for animating between two rotations.
function init() local a = QuatEuler(0, 10, 0) local b = QuatEuler(0, 0, 45) --Create quaternion half way between a and b local q = QuatSlerp(a, b, 0.5) DebugPrint(QuatStr(q)) end
str = QuatStr(quat)
Arguments
quat (TQuat) – Quaternion
Return value
str (string) – String representation
Returns the string representation of quaternion
function init() local q = QuatEuler(0, 10, 0) DebugPrint(QuatStr(q)) end
c = QuatRotateQuat(a, b)
Arguments
a (TQuat) – Quaternion
b (TQuat) – Quaternion
Return value
c (TQuat) – New quaternion
Rotate one quaternion with another quaternion. This is mathematically equivalent to c = a * b using quaternion multiplication.
function init() local a = QuatEuler(0, 10, 0) local b = QuatEuler(0, 0, 45) local q = QuatRotateQuat(a, b) --q now represents a rotation first 10 degrees around --the Y axis and then 45 degrees around the Z axis. local x, y, z = GetQuatEuler(q) DebugPrint(x .. " " .. y .. " " .. z) end
vec = QuatRotateVec(a, vec)
Arguments
a (TQuat) – Quaternion
vec (TVec) – Vector
Return value
vec (TVec) – Rotated vector
Rotate a vector by a quaternion
function init() local q = QuatEuler(0, 10, 0) local v = Vec(1, 0, 0) local r = QuatRotateVec(q, v) --r is now vector a rotated 10 degrees around the Y axis DebugPrint(VecStr(r)) end
transform = Transform([pos], [rot])
Arguments
pos (TVec, optional) – Vector representing transform position
rot (TQuat, optional) – Quaternion representing transform rotation
Return value
transform (TTransform) – New transform
A transform is a regular lua table with two entries: pos and rot, a vector and quaternion representing transform position and rotation.
function init()
--Create transform located at {0, 0, 0} with no rotation
local t1 = Transform()
--Create transform located at {10, 0, 0} with no rotation
local t2 = Transform(Vec(10, 0,0))
--Create transform located at {10, 0, 0}, rotated 45 degrees around Y axis
local t3 = Transform(Vec(10, 0,0), QuatEuler(0, 45, 0))
DebugPrint(TransformStr(t1))
DebugPrint(TransformStr(t2))
DebugPrint(TransformStr(t3))
end
new = TransformCopy(org)
Arguments
org (TTransform) – Transform
Return value
new (TTransform) – Copy of org transform
Transforms should never be assigned like regular numbers. Since they are implemented with lua tables assignment means two references pointing to the same data. Use this function instead.
function init() --Do this to assign a quaternion local right1 = Transform(Vec(1,0,0), QuatEuler(0, 90, 0)) local right2 = TransformCopy(right1) --Never do this unless you REALLY know what you're doing local wrong1 = Transform(Vec(1,0,0), QuatEuler(0, 90, 0)) local wrong2 = wrong1 end
str = TransformStr(transform)
Arguments
transform (TTransform) – Transform
Return value
str (string) – String representation
Returns the string representation of transform
function init() local eye = Vec(0, 10, 0) local target = Vec(0, 1, 5) local rot = QuatLookAt(eye, target) local t = Transform(eye, rot) DebugPrint(TransformStr(t)) end
transform = TransformToParentTransform(parent, child)
Arguments
parent (TTransform) – Transform
child (TTransform) – Transform
Return value
transform (TTransform) – New transform
Transform child transform out of the parent transform. This is the opposite of TransformToLocalTransform.
function init() local b = GetBodyTransform(body) local s = GetShapeLocalTransform(shape) --b represents the location of body in world space --s represents the location of shape in body space local w = TransformToParentTransform(b, s) --w now represents the location of shape in world space DebugPrint(TransformStr(w)) end
transform = TransformToLocalTransform(parent, child)
Arguments
parent (TTransform) – Transform
child (TTransform) – Transform
Return value
transform (TTransform) – New transform
Transform one transform into the local space of another transform. This is the opposite of TransformToParentTransform.
function init() local b = GetBodyTransform(body) local w = GetShapeWorldTransform(shape) --b represents the location of body in world space --w represents the location of shape in world space local s = TransformToLocalTransform(b, w) --s now represents the location of shape in body space. DebugPrint(TransformStr(s)) end
r = TransformToParentVec(t, v)
Arguments
t (TTransform) – Transform
v (TVec) – Vector
Return value
r (TVec) – Transformed vector
Transfom vector v out of transform t only considering rotation.
function init() local t = GetBodyTransform(body) local localUp = Vec(0, 1, 0) local up = TransformToParentVec(t, localUp) --up now represents the local body up direction in world space DebugPrint(VecStr(up)) end
r = TransformToLocalVec(t, v)
Arguments
t (TTransform) – Transform
v (TVec) – Vector
Return value
r (TVec) – Transformed vector
Transfom vector v into transform t only considering rotation.
function init() local t = GetBodyTransform(body) local localUp = Vec(0, 1, 0) local up = TransformToParentVec(t, localUp) --up now represents the local body up direction in world space DebugPrint(VecStr(up)) end
r = TransformToParentPoint(t, p)
Arguments
t (TTransform) – Transform
p (TVec) – Vector representing position
Return value
r (TVec) – Transformed position
Transfom position p out of transform t.
function init()
local t = GetBodyTransform(body)
local bodyPoint = Vec(0, 0, -1)
local p = TransformToParentPoint(t, bodyPoint)
--p now represents the local body point {0, 0, -1 } in world space
DebugPrint(VecStr(p))
end
r = TransformToLocalPoint(t, p)
Arguments
t (TTransform) – Transform
p (TVec) – Vector representing position
Return value
r (TVec) – Transformed position
Transfom position p into transform t.
function init() local t = GetBodyTransform(body) local worldOrigo = Vec(0, 0, 0) local p = TransformToLocalPoint(t, worldOrigo) --p now represents the position of world origo in local body space DebugPrint(VecStr(p)) end
SetRandomSeed(seed)
Arguments
seed (number) – Random seed
Return value
none
function init() SetRandomSeed(42) result = RollDie() end
result = GetRandomBool()
Arguments
none
Return value
result (boolean) – Random true/false
function init() isHeads = GetRandomBool() if isHeads then win = true end end
result = GetRandomInt(min, max)
Arguments
min (number) – Lower number
max (number) – Upper number
Return value
result (number) – Random number in given range, including max.
function init() dieRoll = GetRandomInt(1,6) -- dieRoll is 1,2,3,4,5 or 6 end
result = GetRandomFloat(min, max)
Arguments
min (number) – Lower number
max (number) – Upper number
Return value
result (number) – Random number in given range, including max.
function init() -- Generate a random angle in range [0, 360] randomAngleDeg = GetRandomFloat(0.0f, 360.0f) end
vector = GetRandomDirection([length])
Arguments
length (number, optional) – Optional length use to scale the generated direction.
Return value
vector (Vec3) – Random direction with unit length
function init() -- Generate a random direction. ricochetDirection = GetRandomDirection() end
handle = FindEntity([tag], [global], [type])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
type (string, optional) – Entity type ("body", "shape", "light", "location" etc.)
Return value
handle (number) – Handle to first entity with specified tag or zero if not found
Returns an entity with the specified tag and type. This is a universal method that is an alternative to FindBody, FindShape, FindVehicle, etc.
function client.tick()
--You may use this function in a similar way to other "Find functions" like FindBody, FindShape, FindVehicle, etc.
local myCar = FindEntity("myCar", false, "vehicle")
--If you do not specify the tag, the first element found will be returned
local joint = FindEntity("", true, "joint")
--If the type is not specified, the search will be performed for all types of entity
local target = FindEntity("target", true)
end
list = FindEntities([tag], [global], [type])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
type (string, optional) – Entity type ("body", "shape", "light", "location" etc.)
Return value
list (table) – Indexed table with handles to all entities with specified tag
Returns a list of entities with the specified tag and type. This is a universal method that is an alternative to FindBody, FindShape, FindVehicle, etc.
function client.tick()
-- You may use this function in a similar way to other "Find functions" like FindBody, FindShape, FindVehicle, etc.
local cars = FindEntities("car", false, "vehicle")
-- You can get all the entities of the specified type by passing an empty string to the tag
local allJoints = FindEntities("", true, "joint")
-- If the type is not specified, the search will be performed for all types
local allUnbreakables = FindEntities("unbreakable", true)
end
list = GetEntityChildren(handle, [tag], [recursive], [type])
Arguments
handle (number) – Entity handle
tag (string, optional) – Tag name
recursive (boolean, optional) – Search recursively
type (string, optional) – Entity type ("body", "shape", "light", "location" etc.)
Return value
list (table) – Indexed table with child elements of the entity
Returns child entities
function client.tick()
local car = FindEntity("car", true, "vehicle")
DebugWatch("car", car)
local children = GetEntityChildren(entity, "", true, "wheel")
for i = 1, #children do
DebugWatch("wheel " .. tostring(i), children[i])
end
end
handle = GetEntityParent(handle, [tag], [type])
Arguments
handle (number) – Entity handle
tag (string, optional) – Tag name
type (string, optional) – Entity type ("body", "shape", "light", "location" etc.)
Return value
handle (number) –
function client.tick()
local wheel = FindEntity("", true, "wheel")
local vehicle = GetEntityParent(wheel, "", "vehicle")
DebugWatch("Wheel vehicle", GetEntityType(vehicle) .. " " .. tostring(vehicle))
end
SetTag(handle, tag, [value])
Arguments
handle (number) – Entity handle
tag (string) – Tag name
value (string, optional) – Tag value
Return value
none
function init()
local handle = FindBody("body", true)
--Add "special" tag to an entity
SetTag(handle, "special")
DebugPrint(HasTag(handle, "special"))
--Add "team" tag to an entity and give it value "red"
SetTag(handle, "team", "red")
DebugPrint(HasTag(handle, "team"))
end
RemoveTag(handle, tag)
Arguments
handle (number) – Entity handle
tag (string) – Tag name
Return value
none
Remove tag from an entity. If the tag had a value it is removed too.
function init()
local handle = FindBody("body", true)
--Add "special" tag to an entity
SetTag(handle, "special")
RemoveTag(handle, "special")
DebugPrint(HasTag(handle, "special"))
--Add "team" tag to an entity and give it value "red"
SetTag(handle, "team", "red")
DebugPrint(HasTag(handle, "team"))
end
exists = HasTag(handle, tag)
Arguments
handle (number) – Entity handle
tag (string) – Tag name
Return value
exists (boolean) – Returns true if entity has tag
function init()
local handle = FindBody("body", true)
--Add "special" tag to an entity
SetTag(handle, "special")
DebugPrint(HasTag(handle, "special"))
--Add "team" tag to an entity and give it value "red"
SetTag(handle, "team", "red")
DebugPrint(HasTag(handle, "team"))
end
value = GetTagValue(handle, tag)
Arguments
handle (number) – Entity handle
tag (string) – Tag name
Return value
value (string) – Returns the tag value, if any. Empty string otherwise.
function init()
local handle = FindBody("body", true)
--Add "team" tag to an entity and give it value "red"
SetTag(handle, "team", "red")
DebugPrint(GetTagValue(handle, "team"))
end
tags = ListTags(handle)
Arguments
handle (number) – Entity handle
Return value
tags (table) – Indexed table of tags on entity
function init()
local handle = FindBody("body", true)
--Add "team" tag to an entity and give it value "red"
SetTag(handle, "team", "red")
--List all tags and their tag values for a particular entity
local tags = ListTags(handle)
for i=1, #tags do
DebugPrint(tags[i] .. " " .. GetTagValue(handle, tags[i]))
end
end
description = GetDescription(handle)
Arguments
handle (number) – Entity handle
Return value
description (string) – The description string
All entities can have an associated description. For bodies and shapes this can be provided through the editor. This function retrieves that description.
function init()
local body = FindBody("body", true)
DebugPrint(GetDescription(body))
end
SetDescription(handle, description)
Arguments
handle (number) – Entity handle
description (string) – The description string
Return value
none
All entities can have an associated description. The description for bodies and shapes will show up on the HUD when looking at them.
function init()
local body = FindBody("body", true)
SetDescription(body, "Target object")
DebugPrint(GetDescription(body))
end
Delete(handle)
Arguments
handle (number) – Entity handle
Return value
none
Remove an entity from the scene. All entities owned by this entity will also be removed.
function init()
local body = FindBody("body", true)
--All shapes associated with body will also be removed
Delete(body)
end
exists = IsHandleValid(handle)
Arguments
handle (number) – Entity handle
Return value
exists (boolean) – Returns true if the entity pointed to by handle still exists
function init()
local body = FindBody("body", true)
--valid is true if body still exists
DebugPrint(IsHandleValid(body))
Delete(body)
--valid will now be false
DebugPrint(IsHandleValid(body))
end
type = GetEntityType(handle)
Arguments
handle (number) – Entity handle
Return value
type (string) – Type name of the provided entity
Returns the type name of provided entity, for example "body", "shape", "light", etc.
function init()
local body = FindBody("body", true)
DebugPrint(GetEntityType(body))
end
value = GetProperty(handle, property)
Arguments
handle (number) – Entity handle
property (string) – Property name
Return value
value (any) – Property value
| Entity type | Available params |
| Body | desc (string), dynamic (boolean), mass (number), transform, velocity (vector(x, y, z)), angVelocity (vector(x, y, z)), active (boolean), friction (number), restitution (number), frictionMode (average|minimum|multiply|maximum), restitutionMode (average|minimum|multiply|maximum) |
| Shape | density (number), strength (number), size (number), emissiveScale (number), localTransform, worldTransform |
| Light | enabled (boolean), color (vector(r, g, b)), intensity (number), transform, active (boolean), type (string), size (number), reach (number), unshadowed (number), fogscale (number), fogiter (number), glare (number) |
| Location | transform |
| Water | depth (number), wave (number), ripple (number), motion (number), foam (number), color (vector(r, g, b)) |
| Joint | type (string), size (number), rotstrength (number), rotspring (number); only for ropes: slack (number), strength (number), maxstretch (number), ropecolor (vector(r, g, b)) |
| Vehicle | spring (number), damping (number), topspeed (number), acceleration (number), strength (number), antispin (number), antiroll (number), difflock (number), steerassist (number), friction (number), smokeintensity (number), transform, brokenthreshold (number) |
| Wheel | drive (number), steer (number), travel (vector(x, y)) |
| Screen | enabled (boolean), bulge (number), resolution (number, number), script (string), interactive (boolean), emissive (number), fxraster (number), fxca (number), fxnoise (number), fxglitch (number), size (vector(x, y)) |
| Trigger | transform, type (string), size (vector(x, y, z)/number) |
function client.tick()
local body = FindBody("testbody", true)
local isDynamic = GetProperty(body, "dynamic")
DebugWatch("isDynamic", isDynamic)
end
SetProperty(handle, property, value)
Arguments
handle (number) – Entity handle
property (string) – Property name
value (any) – Property value
Return value
none
| Entity type | Available params |
| Body | desc (string), dynamic (boolean), transform, velocity (vector(x, y, z)), angVelocity (vector(x,y,z)), active (boolean), friction (number), restitution (number), frictionMode (average|minimum|multiply|maximum), restitutionMode (average|minimum|multiply|maximum) |
| Shape | density (number), strength (number), emissiveScale (number), localTransform |
| Light | enabled (boolean), color (vector(r, g, b)), intensity (number), transform, size (number/vector(x,y)), reach (number), unshadowed (number), fogscale (number), fogiter (number), glare (number) |
| Location | transform |
| Water | type (string), depth (number), wave (number), ripple (number), motion (number), foam (number), color (vector(r, g, b)) |
| Joint | size (number), rotstrength (number), rotspring (number); only for ropes: slack (number), strength (number), maxstretch (number), ropecolor (vector(r, g, b)) |
| Vehicle | spring (number), damping (number), topspeed (number), acceleration (number), strength (number), antispin (number), antiroll (number), difflock (number), steerassist (number), friction (number), smokeintensity (number), transform, brokenthreshold (number) |
| Wheel | drive (number), steer (number), travel (vector(x, y)) |
| Screen | enabled (boolean), interactive (boolean), emissive (number), fxraster (number), fxca (number), fxnoise (number), fxglitch (number) |
| Trigger | transform, size (vector(x, y, z)/number) |
function tick()
local light = FindLight("mylight", true)
SetProperty(light, "intensity", math.abs(math.sin(GetTime())))
end
handle = FindBody([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
handle (number) – Handle to first body with specified tag or zero if not found
function init()
--Search for a body tagged "target" in script scope
local target = FindBody("body")
DebugPrint(target)
--Search for a body tagged "escape" in entire scene
local escape = FindBody("body", true)
DebugPrint(escape)
end
list = FindBodies([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
list (table) – Indexed table with handles to all bodies with specified tag
function init()
--Search for bodies tagged "target" in script scope
local targets = FindBodies("target", true)
for i=1, #targets do
local target = targets[i]
DebugPrint(target)
end
end
transform = GetBodyTransform(handle)
Arguments
handle (number) – Body handle
Return value
transform (TTransform) – Transform of the body
function init()
local handle = FindBody("target", true)
local t = GetBodyTransform(handle)
DebugPrint(TransformStr(t))
end
SetBodyTransform(handle, transform)
Arguments
handle (number) – Body handle
transform (TTransform) – Desired transform
Return value
none
function init()
local handle = FindBody("body", true)
--Move a body 1 meter upwards
local t = GetBodyTransform(handle)
t.pos = VecAdd(t.pos, Vec(0, 3, 0))
SetBodyTransform(handle, t)
end
mass = GetBodyMass(handle)
Arguments
handle (number) – Body handle
Return value
mass (number) – Body mass. Static bodies always return zero mass.
function init()
local handle = FindBody("body", true)
--Move a body 1 meter upwards
local mass = GetBodyMass(handle)
DebugPrint(mass)
end
dynamic = IsBodyDynamic(handle)
Arguments
handle (number) – Body handle
Return value
dynamic (boolean) – Return true if body is dynamic
Check if body is dynamic. Note that something that was created static may become dynamic due to destruction.
function init()
local handle = FindBody("body", true)
DebugPrint(IsBodyDynamic(handle))
end
SetBodyDynamic(handle, dynamic)
Arguments
handle (number) – Body handle
dynamic (boolean) – True for dynamic. False for static.
Return value
none
Change the dynamic state of a body. There is very limited use for this function. In most situations you should leave it up to the engine to decide. Use with caution.
function init()
local handle = FindBody("body", true)
SetBodyDynamic(handle, false)
DebugPrint(IsBodyDynamic(handle))
end
SetBodyVelocity(handle, velocity)
Arguments
handle (number) – Body handle (should be a dynamic body)
velocity (TVec) – Vector with linear velocity
Return value
none
This can be used for animating bodies with preserved physical interaction, but in most cases you are better off with a motorized joint instead.
function init()
local handle = FindBody("body", true)
local vel = Vec(0,10,0)
SetBodyVelocity(handle, vel)
end
velocity = GetBodyVelocity(handle)
Arguments
handle (number) – Body handle (should be a dynamic body)
Return value
velocity (TVec) – Linear velocity as vector
handle = 0
function server.init()
handle = FindBody("body", true)
local vel = Vec(0,10,0)
SetBodyVelocity(handle, vel)
end
function client.init()
handle = FindBody("body", true)
end
function client.tick()
DebugPrint(VecStr(GetBodyVelocity(handle)))
end
velocity = GetBodyVelocityAtPos(handle, pos)
Arguments
handle (number) – Body handle (should be a dynamic body)
pos (TVec) – World space point as vector
Return value
velocity (TVec) – Linear velocity on body at pos as vector
Return the velocity on a body taking both linear and angular velocity into account.
handle = 0
function server.init()
handle = FindBody("body", true)
local vel = Vec(0,10,0)
SetBodyVelocity(handle, vel)
end
function client.init()
handle = FindBody("body", true)
end
function client.tick()
DebugPrint(VecStr(GetBodyVelocityAtPos(handle, Vec(0, 0, 0))))
end
SetBodyAngularVelocity(handle, angVel)
Arguments
handle (number) – Body handle (should be a dynamic body)
angVel (TVec) – Vector with angular velocity
Return value
none
This can be used for animating bodies with preserved physical interaction, but in most cases you are better off with a motorized joint instead.
function server.init()
handle = FindBody("body", true)
local angVel = Vec(0,100,0)
SetBodyAngularVelocity(handle, angVel)
end
angVel = GetBodyAngularVelocity(handle)
Arguments
handle (number) – Body handle (should be a dynamic body)
Return value
angVel (TVec) – Angular velocity as vector
handle = 0
function server.init()
handle = FindBody("body", true)
local angVel = Vec(0,100,0)
SetBodyAngularVelocity(handle, angVel)
end
function client.init()
handle = FindBody("body", true)
end
function client.tick()
DebugPrint(VecStr(GetBodyAngularVelocity(handle)))
end
active = IsBodyActive(handle)
Arguments
handle (number) – Body handle
Return value
active (boolean) – Return true if body is active
Check if body is body is currently simulated. For performance reasons, bodies that don't move are taken out of the simulation. This function can be used to query the active state of a specific body. Only dynamic bodies can be active.
-- try to break the body to see the logs
function client.tick()
handle = FindBody("body", true)
if IsBodyActive(handle) then
DebugPrint("Body is active")
end
end
SetBodyActive(handle, active)
Arguments
handle (number) – Body handle
active (boolean) – Set to tru if body should be active (simulated)
Return value
none
This function makes it possible to manually activate and deactivate bodies to include or exclude in simulation. The engine normally handles this automatically, so use with care.
handle = 0
function server.tick()
handle = FindBody("body", true)
-- Forces body to "sleep"
SetBodyActive(handle, false)
end
function client.init()
handle = FindBody("body", true)
end
function client.tick()
handle = FindBody("body", true)
if IsBodyActive(handle) then
DebugPrint("Body is active")
end
end
ApplyBodyImpulse(handle, position, impulse)
Arguments
handle (number) – Body handle (should be a dynamic body)
position (TVec) – World space position as vector
impulse (TVec) – World space impulse as vector
Return value
none
Apply impulse to dynamic body at position (give body a push).
function applyImpulse()
handle = FindBody("body", true)
local pos = Vec(0,1,0)
local imp = Vec(0,0,10)
ApplyBodyImpulse(handle, pos, imp)
end
list = GetBodyShapes(handle)
Arguments
handle (number) – Body handle
Return value
list (table) – Indexed table of shape handles
Return handles to all shapes owned by a body
function client.init()
handle = FindBody("body", true)
local shapes = GetBodyShapes(handle)
for i=1,#shapes do
local shape = shapes[i]
DebugPrint(shape)
end
end
handle = GetBodyVehicle(body)
Arguments
body (number) – Body handle
Return value
handle (number) – Get parent vehicle for body, or zero if not part of vehicle
function client.init()
handle = FindBody("body", true)
local vehicle = GetBodyVehicle(handle)
DebugPrint(vehicle)
end
handle = GetBodyAnimator(body)
Arguments
body (number) – Body handle
Return value
handle (number) – Get parent animator for body, or zero if not part of an animator hierarchy
local animator = GetBodyAnimator(body)
playerId = GetBodyPlayer(body)
Arguments
body (number) – Body handle
Return value
playerId (number) – Get parent player for body, or zero if not part of a player animator hierarchy
local player = GetBodyPlayer(body)
min, max = GetBodyBounds(handle)
Arguments
handle (number) – Body handle
Return value
min (TVec) – Vector representing the AABB lower bound
max (TVec) – Vector representing the AABB upper bound
Return the world space, axis-aligned bounding box for a body.
function client.init()
handle = FindBody("body", true)
local min, max = GetBodyBounds(handle)
local boundsSize = VecSub(max, min)
local center = VecLerp(min, max, 0.5)
DebugPrint(VecStr(boundsSize) .. " " .. VecStr(center))
end
point = GetBodyCenterOfMass(handle)
Arguments
handle (number) – Body handle
Return value
point (TVec) – Vector representing local center of mass in body space
function client.init()
handle = FindBody("body", true)
end
function client.tick()
--Visualize center of mass on for body
local com = GetBodyCenterOfMass(handle)
local worldPoint = TransformToParentPoint(GetBodyTransform(handle), com)
DebugCross(worldPoint)
end
visible = IsBodyVisible(handle, maxDist, [rejectTransparent], [playerId])
Arguments
handle (number) – Body handle
maxDist (number) – Maximum visible distance
rejectTransparent (boolean, optional) – See through transparent materials. Default false.
playerId (number, optional) – Player ID. On player, zero means local player.
Return value
visible (boolean) – Return true if body is visible
This function does a very rudimetary check and will only return true if the object is visible within 74 degrees of the camera's forward direction, and only tests line-of-sight visibility for the corners and center of the bounding box.
local handle = 0
function client.init()
handle = FindBody("body", true)
end
function client.tick()
if IsBodyVisible(handle, 25) then
--Body is within 25 meters visible to the camera
DebugPrint("visible")
else
DebugPrint("not visible")
end
end
broken = IsBodyBroken(handle)
Arguments
handle (number) – Body handle
Return value
broken (boolean) – Return true if body is broken
Determine if any shape of a body has been broken.
local handle = 0
function client.init()
handle = FindBody("body", true)
end
function client.tick()
DebugPrint(IsBodyBroken(handle))
end
result = IsBodyJointedToStatic(handle)
Arguments
handle (number) – Body handle
Return value
result (boolean) – Return true if body is in any way connected to a static body
Determine if a body is in any way connected to a static object, either by being static itself or be being directly or indirectly jointed to something static.
local handle = 0
function client.init()
handle = FindBody("body", true)
end
function client.tick()
DebugPrint(IsBodyJointedToStatic(handle))
end
DrawBodyOutline(handle, [r], [g], [b], [a])
Arguments
handle (number) – Body handle
r (number, optional) – Red
g (number, optional) – Green
b (number, optional) – Blue
a (number, optional) – Alpha
Return value
none
Render next frame with an outline around specified body. If no color is given, a white outline will be drawn.
local handle = 0
function client.init()
handle = FindBody("body", true)
end
function client.tick()
if InputDown("interact") then
--Draw white outline at 50% transparency
DrawBodyOutline(handle, 0.5)
else
--Draw green outline, fully opaque
DrawBodyOutline(handle, 0, 1, 0, 1)
end
end
DrawBodyHighlight(handle, amount)
Arguments
handle (number) – Body handle
amount (number) – Amount
Return value
none
Flash the appearance of a body when rendering this frame. This is used for valuables in the game.
local handle = 0
function client.init()
handle = FindBody("body", true)
end
function client.tick()
if InputDown("interact") then
DrawBodyHighlight(handle, 0.5)
end
end
hit, point, normal, shape = GetBodyClosestPoint(body, origin)
Arguments
body (number) – Body handle
origin (TVec) – World space point
Return value
hit (boolean) – True if a point was found
point (TVec) – World space closest point
normal (TVec) – World space normal at closest point
shape (number) – Handle to closest shape
This will return the closest point of a specific body
local handle = 0
function client.init()
handle = FindBody("body", true)
end
function client.tick()
DebugCross(Vec(1, 0, 0))
local hit, p, n, s = GetBodyClosestPoint(handle, Vec(1, 0, 0))
if hit then
DebugCross(p)
end
end
ConstrainVelocity(bodyA, bodyB, point, dir, relVel, [min], [max])
Arguments
bodyA (number) – First body handle (zero for static)
bodyB (number) – Second body handle (zero for static)
point (TVec) – World space point
dir (TVec) – World space direction
relVel (number) – Desired relative velocity along the provided direction
min (number, optional) – Minimum impulse (default: -infinity)
max (number, optional) – Maximum impulse (default: infinity)
Return value
none
This will tell the physics solver to constrain the velocity between two bodies. The physics solver will try to reach the desired goal, while not applying an impulse bigger than the min and max values. This function should only be used from the update callback.
local handleA = 0
local handleB = 0
function server.init()
handleA = FindBody("body", true)
handleB = FindBody("target", true)
end
function server.update()
--Constrain the velocity between bodies A and B so that the relative velocity
--along the X axis at point (0, 5, 0) is always 3 m/s
ConstrainVelocity(handleA, handleB, Vec(0, 5, 0), Vec(1, 0, 0), 3)
end
ConstrainAngularVelocity(bodyA, bodyB, dir, relAngVel, [min], [max])
Arguments
bodyA (number) – First body handle (zero for static)
bodyB (number) – Second body handle (zero for static)
dir (TVec) – World space direction
relAngVel (number) – Desired relative angular velocity along the provided direction
min (number, optional) – Minimum angular impulse (default: -infinity)
max (number, optional) – Maximum angular impulse (default: infinity)
Return value
none
This will tell the physics solver to constrain the angular velocity between two bodies. The physics solver will try to reach the desired goal, while not applying an angular impulse bigger than the min and max values. This function should only be used from the update callback.
local handleA = 0
local handleB = 0
function server.init()
handleA = FindBody("body", true)
handleB = FindBody("target", true)
end
function server.update()
--Constrain the angular velocity between bodies A and B so that the relative angular velocity
--along the Y axis is always 3 rad/s
ConstrainAngularVelocity(handleA, handleB, Vec(1, 0, 0), 3)
end
ConstrainPosition(bodyA, bodyB, pointA, pointB, [maxVel], [maxImpulse])
Arguments
bodyA (number) – First body handle (zero for static)
bodyB (number) – Second body handle (zero for static)
pointA (TVec) – World space point for first body
pointB (TVec) – World space point for second body
maxVel (number, optional) – Maximum relative velocity (default: infinite)
maxImpulse (number, optional) – Maximum impulse (default: infinite)
Return value
none
This is a helper function that uses ConstrainVelocity to constrain a point on one body to a point on another body while not affecting the bodies more than the provided maximum relative velocity and maximum impulse. In other words: physically push on the bodies so that pointA and pointB are aligned in world space. This is useful for physically animating objects. This function should only be used from the update callback.
local handleA = 0
local handleB = 0
function server.init()
handleA = FindBody("body", true)
handleB = FindBody("target", true)
end
function server.update()
--Constrain the origo of body a to an animated point in the world
local worldPos = Vec(0, 3+math.sin(GetTime()), 0)
ConstrainPosition(handleA, 0, GetBodyTransform(handleA).pos, worldPos)
--Constrain the origo of body a to the origo of body b (like a ball joint)
ConstrainPosition(handleA, handleA, GetBodyTransform(handleA).pos, GetBodyTransform(handleB).pos)
end
ConstrainOrientation(bodyA, bodyB, quatA, quatB, [maxAngVel], [maxAngImpulse])
Arguments
bodyA (number) – First body handle (zero for static)
bodyB (number) – Second body handle (zero for static)
quatA (TQuat) – World space orientation for first body
quatB (TQuat) – World space orientation for second body
maxAngVel (number, optional) – Maximum relative angular velocity (default: infinite)
maxAngImpulse (number, optional) – Maximum angular impulse (default: infinite)
Return value
none
This is the angular counterpart to ConstrainPosition, a helper function that uses ConstrainAngularVelocity to constrain the orientation of one body to the orientation on another body while not affecting the bodies more than the provided maximum relative angular velocity and maximum angular impulse. In other words: physically rotate the bodies so that quatA and quatB are aligned in world space. This is useful for physically animating objects. This function should only be used from the update callback.
local handleA = 0
local handleB = 0
function server.init()
handleA = FindBody("body", true)
handleB = FindBody("target", true)
end
function server.update()
--Constrain the orietation of body a to an upright orientation in the world
ConstrainOrientation(handleA, 0, GetBodyTransform(handleA).rot, Quat())
--Constrain the orientation of body a to the orientation of body b
ConstrainOrientation(handleA, handleB, GetBodyTransform(handleA).rot, GetBodyTransform(handleB).rot)
end
body = GetWorldBody()
Arguments
none
Return value
body (number) – Handle to the static world body
Every scene in Teardown has an implicit static world body that contains all shapes that are not explicitly assigned a body in the editor.
local handle function client.init() handle = GetWorldBody() end function client.tick() DebugCross(GetBodyTransform(handle).pos) end
handle = FindShape([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
handle (number) – Handle to first shape with specified tag or zero if not found
local target = 0
local escape = 0
function client.init()
--Search for a shape tagged "mybox" in script scope
target = FindShape("mybox")
--Search for a shape tagged "laserturret" in entire scene
escape = FindShape("laserturret", true)
end
function client.tick()
DebugCross(GetShapeWorldTransform(target).pos)
DebugCross(GetShapeWorldTransform(escape).pos)
end
list = FindShapes([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
list (table) – Indexed table with handles to all shapes with specified tag
local shapes = {}
function client.init()
--Search for shapes tagged "body"
shapes = FindShapes("body", true)
end
function client.tick()
for i=1, #shapes do
local shape = shapes[i]
DebugCross(GetShapeWorldTransform(shape).pos)
end
end
transform = GetShapeLocalTransform(handle)
Arguments
handle (number) – Shape handle
Return value
transform (TTransform) – Return shape transform in body space
local shape = 0
function client.init()
shape = FindShape("shape")
end
function client.tick()
--Shape transform in body local space
local shapeTransform = GetShapeLocalTransform(shape)
--Body transform in world space
local bodyTransform = GetBodyTransform(GetShapeBody(shape))
--Shape transform in world space
local worldTranform = TransformToParentTransform(bodyTransform, shapeTransform)
DebugCross(worldTranform)
end
SetShapeLocalTransform(handle, transform)
Arguments
handle (number) – Shape handle
transform (TTransform) – Shape transform in body space
Return value
none
local shape = 0
function server.init()
shape = FindShape("shape")
local transform = Transform(Vec(0, 1, 0), QuatEuler(0, 90, 0))
SetShapeLocalTransform(shape, transform)
end
function client.init()
shape = FindShape("shape")
end
function client.tick()
--Shape transform in body local space
local shapeTransform = GetShapeLocalTransform(shape)
--Body transform in world space
local bodyTransform = GetBodyTransform(GetShapeBody(shape))
--Shape transform in world space
local worldTranform = TransformToParentTransform(bodyTransform, shapeTransform)
DebugCross(worldTranform)
end
transform = GetShapeWorldTransform(handle)
Arguments
handle (number) – Shape handle
Return value
transform (TTransform) – Return shape transform in world space
This is a convenience function, transforming the shape out of body space
--GetShapeWorldTransform is equivalent to
--local shapeTransform = GetShapeLocalTransform(shape)
--local bodyTransform = GetBodyTransform(GetShapeBody(shape))
--worldTranform = TransformToParentTransform(bodyTransform, shapeTransform)
local shape = 0
function client.init()
shape = FindShape("shape", true)
end
function client.tick()
DebugCross(GetShapeWorldTransform(shape).pos)
end
handle = GetShapeBody(handle)
Arguments
handle (number) – Shape handle
Return value
handle (number) – Body handle
Get handle to the body this shape is owned by. A shape is always owned by a body, but can be transfered to a new body during destruction.
local body = 0
function client.init()
body = GetShapeBody(FindShape("shape", true))
end
function client.tick()
DebugCross(GetBodyCenterOfMass(body))
end
list = GetShapeJoints(shape)
Arguments
shape (number) – Shape handle
Return value
list (table) – Indexed table with joints connected to shape
function printJoints()
local shape = FindShape("shape", true)
local hinges = GetShapeJoints(shape)
for i=1, #hinges do
local joint = hinges[i]
DebugPrint(joint)
end
end
list = GetShapeLights(shape)
Arguments
shape (number) – Shape handle
Return value
list (table) – Indexed table of lights owned by shape
function printLights()
--Print all lights owned by a shape
local shape = FindShape("shape", true)
local light = GetShapeLights(shape)
for i=1, #light do
DebugPrint(light[i])
end
end
min, max = GetShapeBounds(handle)
Arguments
handle (number) – Shape handle
Return value
min (TVec) – Vector representing the AABB lower bound
max (TVec) – Vector representing the AABB upper bound
Return the world space, axis-aligned bounding box for a shape.
function printShapeBounds()
local shape = FindShape("shape", true)
local min, max = GetShapeBounds(shape)
local boundsSize = VecSub(max, min)
local center = VecLerp(min, max, 0.5)
DebugPrint(VecStr(boundsSize) .. " " .. VecStr(center))
end
SetShapeEmissiveScale(handle, scale)
Arguments
handle (number) – Shape handle
scale (number) – Scale factor for emissiveness
Return value
none
Scale emissiveness for shape. If the shape has light sources attached, their intensity will be scaled by the same amount.
local shape = 0
function server.init()
shape = FindShape("shape", true)
--Pulsate emissiveness and light intensity for shape
local scale = math.sin(GetTime())*0.5 + 0.5
SetShapeEmissiveScale(shape, scale)
end
SetShapeDensity(handle, density)
Arguments
handle (number) – Shape handle
density (number) – New density for the shape
Return value
none
Change the material density of the shape.
local shape = 0
function server.init()
shape = FindShape("shape", true)
local density = 10.0
SetShapeDensity(shape, density)
end
type, r, g, b, a, entry = GetShapeMaterialAtPosition(handle, pos, [includeUnphysical])
Arguments
handle (number) – Shape handle
pos (TVec) – Position in world space
includeUnphysical (boolean, optional) – Include unphysical voxels in the search. Default false.
Return value
type (string) – Material type
r (number) – Red
g (number) – Green
b (number) – Blue
a (number) – Alpha
entry (number) – Palette entry for voxel (zero if empty)
Return material properties for a particular voxel
local shape = 0
function client.init()
shape = FindShape("shape", true)
end
function client.tick()
local pos = GetCameraTransform().pos
local dir = Vec(0, 0, 1)
local hit, dist, normal, shape = QueryRaycast(pos, dir, 10)
if hit then
local hitPoint = VecAdd(pos, VecScale(dir, dist))
local mat = GetShapeMaterialAtPosition(shape, hitPoint)
DebugPrint("Raycast hit voxel made out of " .. mat)
end
DebugLine(pos, VecAdd(pos, VecScale(dir, 10)))
end
type, r, g, b, a, entry = GetShapeMaterialAtIndex(handle, x, y, z)
Arguments
handle (number) – Shape handle
x (number) – X integer coordinate
y (number) – Y integer coordinate
z (number) – Z integer coordinate
Return value
type (string) – Material type
r (number) – Red
g (number) – Green
b (number) – Blue
a (number) – Alpha
entry (number) – Palette entry for voxel (zero if empty)
Return material properties for a particular voxel in the voxel grid indexed by integer values. The first index is zero (not one, as opposed to a lot of lua related things)
local shape = 0
function client.init()
shape = FindShape("shape", true)
local mat = GetShapeMaterialAtIndex(shape, 0, 0, 0)
DebugPrint("The voxel is of material: " .. mat)
end
xsize, ysize, zsize, scale = GetShapeSize(handle)
Arguments
handle (number) – Shape handle
Return value
xsize (number) – Size in voxels along x axis
ysize (number) – Size in voxels along y axis
zsize (number) – Size in voxels along z axis
scale (number) – The size of one voxel in meters (with default scale it is 0.1)
Return the size of a shape in voxels
local shape = 0
function client.init()
shape = FindShape("shape", true)
local x, y, z = GetShapeSize(shape)
DebugPrint("Shape size: " .. x .. ";" .. y .. ";" .. z)
end
count = GetShapeVoxelCount(handle)
Arguments
handle (number) – Shape handle
Return value
count (number) – Number of voxels in shape
Return the number of voxels in a shape, not including empty space
local shape = 0
function client.init()
shape = FindShape("shape", true)
local voxelCount = GetShapeVoxelCount(shape)
DebugPrint(voxelCount)
end
visible = IsShapeVisible(handle, maxDist, [rejectTransparent], [playerId])
Arguments
handle (number) – Shape handle
maxDist (number) – Maximum visible distance
rejectTransparent (boolean, optional) – See through transparent materials. Default false.
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server(host) player.
Return value
visible (boolean) – Return true if shape is visible
This function does a very rudimetary check and will only return true if the object is visible within 74 degrees of the camera's forward direction, and only tests line-of-sight visibility for the corners and center of the bounding box.
local shape = 0
function client.init()
shape = FindShape("shape", true)
end
function client.tick()
if IsShapeVisible(shape, 25) then
DebugPrint("Shape is visible")
else
DebugPrint("Shape is not visible")
end
end
broken = IsShapeBroken(handle)
Arguments
handle (number) – Shape handle
Return value
broken (boolean) – Return true if shape is broken
Determine if shape has been broken. Note that a shape can be transfered to another body during destruction, but might still not be considered broken if all voxels are intact.
local shape = 0
function client.init()
shape = FindShape("shape", true)
end
function client.tick()
DebugPrint("Is shape broken: " .. tostring(IsShapeBroken(shape)))
end
DrawShapeOutline(handle, [r], [g], [b], a)
Arguments
handle (number) – Shape handle
r (number, optional) – Red
g (number, optional) – Green
b (number, optional) – Blue
a (number) – Alpha
Return value
none
Render next frame with an outline around specified shape. If no color is given, a white outline will be drawn.
local shape = 0
function client.init()
shape = FindShape("shape", true)
end
function client.tick()
if InputDown("interact") then
--Draw white outline at 50% transparency
DrawShapeOutline(shape, 0.5)
else
--Draw green outline, fully opaque
DrawShapeOutline(shape, 0, 1, 0, 1)
end
end
DrawShapeHighlight(handle, amount)
Arguments
handle (number) – Shape handle
amount (number) – Amount
Return value
none
Flash the appearance of a shape when rendering this frame.
local shape = 0
function client.init()
shape = FindShape("shape", true)
end
function client.tick()
if InputDown("interact") then
DrawShapeHighlight(shape, 0.5)
end
end
SetShapeCollisionFilter(handle, layer, mask)
Arguments
handle (number) – Shape handle
layer (number) – Layer bits (0-255)
mask (number) – Mask bits (0-255)
Return value
none
This is used to filter out collisions with other shapes. Each shape can be given a layer bitmask (8 bits, 0-255) along with a mask (also 8 bits). The layer of one object must be in the mask of the other object and vice versa for the collision to be valid. The default layer for all objects is 1 and the default mask is 255 (collide with all layers).
local shapeA = 0
local shapeB = 0
local shapeC = 0
local shapeD = 0
function server.init()
shapeA = FindShape("shapeA")
shapeB = FindShape("shapeB")
shapeC = FindShape("shapeC")
shapeD = FindShape("shapeD")
--This will put shapes a and b in layer 2 and disable collisions with
--object shapes in layers 2, preventing any collisions between the two.
SetShapeCollisionFilter(shapeA, 2, 255-2)
SetShapeCollisionFilter(shapeB, 2, 255-2)
--This will put shapes c and d in layer 4 and allow collisions with other
--shapes in layer 4, but ignore all other collisions with the rest of the world.
SetShapeCollisionFilter(shapeC, 4, 4)
SetShapeCollisionFilter(shapeD, 4, 4)
end
layer, mask = GetShapeCollisionFilter(handle)
Arguments
handle (number) – Shape handle
Return value
layer (number) – Layer bits (0-255)
mask (number) – Mask bits (0-255)
Returns the current layer/mask settings of the shape
function server.init()
local shape = FindShape("some_shape")
local layer, mask = GetShapeCollisionFilter(shape)
end
newShape = CreateShape(body, transform, refShape)
Arguments
body (number) – Body handle
transform (TTransform) – Shape transform in body space
refShape (number or string) – Handle to reference shape or path to vox file
Return value
newShape (number) – Handle of new shape
Create new, empty shape on existing body using the palette of a reference shape. The reference shape can be any existing shape in the scene or an external vox file. The size of the new shape will be 1x1x1.
server.tick()
local players = GetAllPlayers()
for i=1, #players do
tickPlayer(players[i])
end
end
function tickPlayer(playerId)
if InputPressed("interact", playerId) then
local t = Transform(Vec(0, 5, 0), QuatEuler(0, 0, 0))
local handle = CreateShape(FindBody("shape", true), t, FindShape("shape", true))
DebugPrint(handle)
end
end
ClearShape(shape)
Arguments
shape (number) – Shape handle
Return value
none
Fill a voxel shape with zeroes, thus removing all voxels.
function server.init()
ClearShape(FindShape("shape", true))
end
resized, offset = ResizeShape(shape, xmi, ymi, zmi, xma, yma, zma)
Arguments
shape (number) – Shape handle
xmi (number) – Lower X coordinate
ymi (number) – Lower Y coordinate
zmi (number) – Lower Z coordinate
xma (number) – Upper X coordinate
yma (number) – Upper Y coordinate
zma (number) – Upper Z coordinate
Return value
resized (boolean) – Resized successfully
offset (TVec) – Offset vector in shape local space
Resize an existing shape. The new coordinates are expressed in the existing shape coordinate frame, so you can provide negative values. The existing content is preserved, but may be cropped if needed. The local shape transform will be moved automatically with an offset vector to preserve the original content in body space. This offset vector is returned in shape local space.
function server.init()
ResizeShape(FindShape("shape", true), -5, 0, -5, 5, 5, 5)
end
SetShapeBody(shape, body, [transform])
Arguments
shape (number) – Shape handle
body (number) – Body handle
transform (TTransform, optional) – New local shape transform. Default is existing local transform.
Return value
none
Move existing shape to a new body, optionally providing a new local transform.
function server.init()
SetShapeBody(FindShape("shape", true), FindBody("custombody", true), true)
end
CopyShapeContent(src, dst)
Arguments
src (number) – Source shape handle
dst (number) – Destination shape handle
Return value
none
Copy voxel content from source shape to destination shape. If destination shape has a different size, it will be resized to match the source shape.
function server.init()
CopyShapeContent(FindShape("shape", true), FindShape("shape2", true))
end
CopyShapePalette(src, dst)
Arguments
src (number) – Source shape handle
dst (number) – Destination shape handle
Return value
none
Copy the palette from source shape to destination shape.
function server.init()
CopyShapePalette(FindShape("shape", true), FindShape("shape2", true))
end
entries = GetShapePalette(shape)
Arguments
shape (number) – Shape handle
Return value
entries (table) – Palette material entries
Return list of material entries, each entry is a material index that can be provided to GetShapeMaterial or used as brush for populating a shape.
function server.init()
local palette = GetShapePalette(FindShape("shape2", true))
for i = 1, #palette do
DebugPrint(palette[i])
end
end
type, red, green, blue, alpha, reflectivity, shininess, metallic, emissive = GetShapeMaterial(shape, entry)
Arguments
shape (number) – Shape handle
entry (number) – Material entry
Return value
type (string) – Type
red (number) – Red value
green (number) – Green value
blue (number) – Blue value
alpha (number) – Alpha value
reflectivity (number) – Range 0 to 1
shininess (number) – Range 0 to 1
metallic (number) – Range 0 to 1
emissive (number) – Range 0 to 32
Return material properties for specific matirial entry.
function client.init()
local type, r, g, b, a, reflectivity, shininess, metallic, emissive = GetShapeMaterial(FindShape("shape2", true), 1)
DebugPrint(type)
end
SetBrush(type, size, index or path, [object])
Arguments
type (string) – One of "sphere", "cube" or "noise"
size (number) – Size of brush in voxels (must be in range 1 to 16)
index or path (number or string) – Material index or path to brush vox file
object (string, optional) – Optional object in brush vox file if brush vox file is used
Return value
none
Set material index to be used for following calls to DrawShapeLine and DrawShapeBox and ExtrudeShape. An optional brush vox file and subobject can be used and provided instead of material index, in which case the content of the brush will be used and repeated. Use material index zero to remove of voxels.
function server.init()
SetBrush("sphere", 3, 3)
end
DrawShapeLine(shape, x0, y0, z0, x1, y1, z1, [paint], [noOverwrite])
Arguments
shape (number) – Handle to shape
x0 (number) – Start X coordinate
y0 (number) – Start Y coordinate
z0 (number) – Start Z coordinate
x1 (number) – End X coordinate
y1 (number) – End Y coordinate
z1 (number) – End Z coordinate
paint (boolean, optional) – Paint mode. Default is false.
noOverwrite (boolean, optional) – Only fill in voxels if space isn't already occupied. Default is false.
Return value
none
Draw voxelized line between (x0,y0,z0) and (x1,y1,z1) into shape using the material set up with SetBrush. Paint mode will only change material of existing voxels (where the current material index is non-zero). noOverwrite mode will only fill in voxels if the space isn't already occupied by another shape in the scene.
function server.init()
SetBrush("sphere", 3, 1)
DrawShapeLine(FindShape("shape"), 0, 0, 0, 10, 50, 5, false, true)
end
DrawShapeBox(shape, x0, y0, z0, x1, y1, z1)
Arguments
shape (number) – Handle to shape
x0 (number) – Start X coordinate
y0 (number) – Start Y coordinate
z0 (number) – Start Z coordinate
x1 (number) – End X coordinate
y1 (number) – End Y coordinate
z1 (number) – End Z coordinate
Return value
none
Draw box between (x0,y0,z0) and (x1,y1,z1) into shape using the material set up with SetBrush.
function server.init()
SetBrush("sphere", 3, 4)
DrawShapeBox(FindShape("shape", true), 0, 0, 0, 10, 50, 5)
end
ExtrudeShape(shape, x, y, z, dx, dy, dz, steps, mode)
Arguments
shape (number) – Handle to shape
x (number) – X coordinate to extrude
y (number) – Y coordinate to extrude
z (number) – Z coordinate to extrude
dx (number) – X component of extrude direction, should be -1, 0 or 1
dy (number) – Y component of extrude direction, should be -1, 0 or 1
dz (number) – Z component of extrude direction, should be -1, 0 or 1
steps (number) – Length of extrusion in voxels
mode (string) – Extrusion mode, one of "exact", "material", "geometry". Default is "exact"
Return value
none
Extrude region of shape. The extruded region will be filled in with the material set up with SetBrush. The mode parameter sepcifies how the region is determined. Exact mode selects region of voxels that exactly match the input voxel at input coordinate. Material mode selects region that has the same material type as the input voxel. Geometry mode selects any connected voxel in the same plane as the input voxel.
local shape = 0
function server.init()
SetBrush("sphere", 3, 4)
shape = FindShape("shape")
ExtrudeShape(shape, 0, 5, 0, -1, 0, 0, 50, "exact")
end
offset = TrimShape(shape)
Arguments
shape (number) – Source handle
Return value
offset (TVec) – Offset vector in shape local space
Trim away empty regions of shape, thus potentially making it smaller. If the size of the shape changes, the shape will be automatically moved to preserve the shape content in body space. The offset vector for this translation is returned in shape local space.
local shape = 0
function server.init()
shape = FindShape("shape", true)
TrimShape(shape)
end
newShapes = SplitShape(shape, removeResidual)
Arguments
shape (number) – Source handle
removeResidual (boolean) – Remove residual shapes (default false)
Return value
newShapes (table) – List of shape handles created
Split up a shape into multiple shapes based on connectivity. If the removeResidual flag is used, small disconnected chunks will be removed during this process to reduce the number of newly created shapes.
local shape = 0
function server.init()
shape = FindShape("shape", true)
SplitShape(shape, true)
end
shape = MergeShape(shape)
Arguments
shape (number) – Input shape
Return value
shape (number) – Shape handle after merge
Try to merge shape with a nearby, matching shape. For a merge to happen, the shapes need to be aligned to the same rotation and touching. If the provided shape was merged into another shape, that shape may be resized to fit the merged content. If shape was merged, the handle to the other shape is returned, otherwise the input handle is returned.
local shape = 0
function server.init()
shape = FindShape("shape", true)
DebugPrint(shape)
shape = MergeShape(shape)
DebugPrint(shape)
end
disconnected = IsShapeDisconnected(shape)
Arguments
shape (number) – Input shape
Return value
disconnected (boolean) – True if shape disconnected (has detached parts)
function client.tick()
DebugWatch("IsShapeDisconnected", IsShapeDisconnected(FindShape("shape", true)))
end
disconnected = IsStaticShapeDetached(shape)
Arguments
shape (number) – Input shape
Return value
disconnected (boolean) – True if static shape has detached parts
function client.tick()
DebugWatch("IsStaticShapeDetached", IsStaticShapeDetached(FindShape("shape_glass", true)))
end
hit, point, normal = GetShapeClosestPoint(shape, origin)
Arguments
shape (number) – Shape handle
origin (TVec) – World space point
Return value
hit (boolean) – True if a point was found
point (TVec) – World space closest point
normal (TVec) – World space normal at closest point
This will return the closest point of a specific shape
local shape = 0
function client.init()
shape = FindShape("shape", true)
end
function client.tick()
DebugCross(Vec(1, 0, 0))
local hit, p, n, s = GetShapeClosestPoint(shape, Vec(1, 0, 0))
if hit then
DebugCross(p)
end
end
touching = IsShapeTouching(a, b)
Arguments
a (number) – Handle to first shape
b (number) – Handle to second shape
Return value
touching (boolean) – True is shapes a and b are touching each other
This will check if two shapes has physical overlap
local shapeA = 0
local shapeB = 0
function client.init()
shapeA = FindShape("shape")
shapeB = FindShape("shape2")
end
function client.tick()
DebugPrint(IsShapeTouching(shapeA, shapeB))
end
handle = FindLocation([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
handle (number) – Handle to first location with specified tag or zero if not found
local loc = 0
function client.init()
loc = FindLocation("loc1")
end
function client.tick()
DebugCross(GetLocationTransform(loc).pos)
end
list = FindLocations([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
list (table) – Indexed table with handles to all locations with specified tag
local locations
function client.init()
locations = FindLocations("loc1")
for i=1, #locations do
local loc = locations[i]
DebugPrint(DebugPrint(loc))
end
end
transform = GetLocationTransform(handle)
Arguments
handle (number) – Location handle
Return value
transform (TTransform) – Transform of the location
local location = 0
function client.init()
location = FindLocation("loc1")
DebugPrint(VecStr(GetLocationTransform(location).pos))
end
handle = FindJoint([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
handle (number) – Handle to first joint with specified tag or zero if not found
function client.init()
local joint = FindJoint("doorhinge")
DebugPrint(joint)
end
list = FindJoints([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
list (table) – Indexed table with handles to all joints with specified tag
--Search for locations tagged "doorhinge" in script scope
function client.init()
local hinges = FindJoints("doorhinge")
for i=1, #hinges do
local joint = hinges[i]
DebugPrint(joint)
end
end
broken = IsJointBroken(joint)
Arguments
joint (number) – Joint handle
Return value
broken (boolean) – True if joint is broken
function client.init()
local broken = IsJointBroken(FindJoint("joint"))
DebugPrint(broken)
end
type = GetJointType(joint)
Arguments
joint (number) – Joint handle
Return value
type (string) – Joint type
Joint type is one of the following: "ball", "hinge", "prismatic" or "rope". An empty string is returned if joint handle is invalid.
function client.init()
local joint = FindJoint("joint")
if GetJointType(joint) == "rope" then
DebugPrint("Joint is rope")
end
end
other = GetJointOtherShape(joint, shape)
Arguments
joint (number) – Joint handle
shape (number) – Shape handle
Return value
other (number) – Other shape handle
A joint is always connected to two shapes. Use this function if you know one shape and want to find the other one.
function client.init()
local joint = FindJoint("joint")
--joint is connected to A and B
otherShape = GetJointOtherShape(joint, FindShape("shapeA"))
--otherShape is now B
otherShape = GetJointOtherShape(joint, FindShape("shapeB"))
--otherShape is now A
end
shapes = GetJointShapes(joint)
Arguments
joint (number) – Joint handle
Return value
shapes (number) – Shape handles
Get shapes connected to the joint.
local mainBody
local shapes
local joint
function server.init()
joint = FindJoint("joint")
mainBody = GetVehicleBody(FindVehicle("vehicle"))
shapes = GetJointShapes(joint)
end
function server.tick()
-- Check to see if joint chain is still connected to vehicle main body
-- If not then disable motors
local connected = false
for i=1,#shapes do
local body = GetShapeBody(shapes[i])
if body == mainBody then
connected = true
end
end
if connected then
SetJointMotor(joint, 0.5)
else
SetJointMotor(joint, 0.0)
end
end
SetJointMotor(joint, velocity, [strength])
Arguments
joint (number) – Joint handle
velocity (number) – Desired velocity
strength (number, optional) – Desired strength. Default is infinite. Zero to disable.
Return value
none
Set joint motor target velocity. If joint is of type hinge, velocity is given in radians per second angular velocity. If joint type is prismatic joint velocity is given in meters per second. Calling this function will override and void any previous call to SetJointMotorTarget.
function server.init()
--Set motor speed to 0.5 radians per second
SetJointMotor(FindJoint("hinge"), 0.5)
end
SetJointMotorTarget(joint, target, [maxVel], [strength])
Arguments
joint (number) – Joint handle
target (number) – Desired movement target
maxVel (number, optional) – Maximum velocity to reach target. Default is infinite.
strength (number, optional) – Desired strength. Default is infinite. Zero to disable.
Return value
none
If a joint has a motor target, it will try to maintain its relative movement. This is very useful for elevators or other animated, jointed mechanisms. If joint is of type hinge, target is an angle in degrees (-180 to 180) and velocity is given in radians per second. If joint type is prismatic, target is given in meters and velocity is given in meters per second. Setting a motor target will override any previous call to SetJointMotor.
function server.init()
--Make joint reach a 45 degree angle, going at a maximum of 3 radians per second
SetJointMotorTarget(FindJoint("hinge"), 45, 3)
end
min, max = GetJointLimits(joint)
Arguments
joint (number) – Joint handle
Return value
min (number) – Minimum joint limit (angle or distance)
max (number) – Maximum joint limit (angle or distance)
Return joint limits for hinge or prismatic joint. Returns angle or distance depending on joint type.
function client.init()
local min, max = GetJointLimits(FindJoint("hinge"))
DebugPrint(min .. "-" .. max)
end
movement = GetJointMovement(joint)
Arguments
joint (number) – Joint handle
Return value
movement (number) – Current joint position or angle
Return the current position or angle or the joint, measured in same way as joint limits.
function client.init()
local current = GetJointMovement(FindJoint("hinge"))
DebugPrint(current)
end
bodies = GetJointedBodies(body)
Arguments
body (number) – Body handle (must be dynamic)
Return value
bodies (table) – Handles to all dynamic bodies in the jointed structure. The input handle will also be included.
local body = 0
function client.init()
body = FindBody("body")
end
function client.tick()
--Draw outline for all bodies in jointed structure
local all = GetJointedBodies(body)
for i=1,#all do
DrawBodyOutline(all[i], 0.5)
end
end
DetachJointFromShape(joint, shape)
Arguments
joint (number) – Joint handle
shape (number) – Shape handle
Return value
none
Detach joint from shape. If joint is not connected to shape, nothing happens.
function server.init()
DetachJointFromShape(FindJoint("joint"), FindShape("door"))
end
amount = GetRopeNumberOfPoints(joint)
Arguments
joint (number) – Joint handle
Return value
amount (number) – Number of points in a rope or zero if invalid
Returns the number of points in the rope given its handle. Will return zero if the handle is not a rope
function client.init()
local joint = FindJoint("joint")
local numberPoints = GetRopeNumberOfPoints(joint)
end
pos = GetRopePointPosition(joint, index)
Arguments
joint (number) – Joint handle
index (number) – The point index, starting at 1
Return value
pos (TVec) – World position of the point, or nil, if invalid
Returns the world position of the rope's point. Will return nil if the handle is not a rope or the index is not valid
function client.init()
local joint = FindJoint("joint")
numberPoints = GetRopeNumberOfPoints(joint)
for pointIndex = 1, numberPoints do
DebugCross(GetRopePointPosition(joint, pointIndex))
end
end
min, max = GetRopeBounds(joint)
Arguments
joint (number) – Joint handle
Return value
min (TVec) – Lower point of rope bounds in world space
max (TVec) – Upper point of rope bounds in world space
Returns the bounds of the rope. Will return nil if the handle is not a rope
function client.init()
local joint = FindJoint("joint")
local mi, ma = GetRopeBounds(joint)
DebugCross(mi)
DebugCross(ma)
end
BreakRope(joint, point)
Arguments
joint (number) – Rope type joint handle
point (TVec) – Point of break as world space vector
Return value
none
Breaks the rope at the specified point.
function doPlayerAction(playerId) local playerCameraTransform = GetPlayerCameraTransform(playerId) local dir = TransformToParentVec(playerCameraTransform, Vec(0, 0, -1)) local hit, dist, joint = QueryRaycastRope(playerCameraTransform.pos, dir, 5) if hit then local breakPoint = VecAdd(playerCameraTransform.pos, VecScale(dir, dist)) BreakRope(joint, breakPoint) end end
SetAnimatorPositionIK(handle, begname, endname, target, [weight], [history], [flag])
Arguments
handle (number) – Animator handle
begname (string) – Name of the start-bone of the chain
endname (string) – Name of the end-bone of the chain
target (TVec) – World target position that the "endname" bone should reach
weight (number, optional) – Weight [0,1] of this animation, default is 1.0
history (number, optional) – How much of the previous frames result [0,1] that should be used when start the IK search, default is 0.0
flag (boolean, optional) – TRUE if constraints should be used, default is TRUE
Return value
none
SetAnimatorPositionIK(animator, "shoulder_l", "hand_l", Vec(10, 0, 0), 1.0, 0.9, true)
SetAnimatorTransformIK(handle, begname, endname, transform, [weight], [history], [locktarget], [useconstraints])
Arguments
handle (number) – Animator handle
begname (string) – Name of the start-bone of the chain
endname (string) – Name of the end-bone of the chain
transform (TTransform) – World target transform that the "endname" bone should reach
weight (number, optional) – Weight [0,1] of this animation, default is 1.0
history (number, optional) – How much of the previous frames result [0,1] that should be used when start the IK search, default is 0.0
locktarget (boolean, optional) – TRUE if the end-bone should be fixed to the target-transform, FALSE if IK solution is used
useconstraints (boolean, optional) – TRUE if constraints should be used, default is TRUE
Return value
none
SetAnimatorTransformIK(animator, "shoulder_l", "hand_l", Transform(10, 0, 0), 1.0, 0.9, false, true)
length = GetBoneChainLength(handle, begname, endname)
Arguments
handle (number) – Animator handle
begname (string) – Name of the start-bone of the chain
endname (string) – Name of the end-bone of the chain
Return value
length (number) – Length of the bone chain between "start-bone" and "end-bone"
This will calculate the length of the bone-chain between the endpoints. If the skeleton have a chain like this (shoulder_l -> upper_arm_l -> lower_arm_l -> hand_l) it will return the length of the upper_arm_l+lower_arm_l
local length = GetBoneChainLength(animator, "shoulder_l", "hand_l")
handle = FindAnimator([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
handle (number) – Handle to first animator with specified tag or zero if not found
--Search for the first animator in script scope
local animator = FindAnimator()
--Search for an animator tagged "anim" in script scope
local animator = FindAnimator("anim")
--Search for an animator tagged "anim2" in entire scene
local anim2 = FindAnimator("anim2", true)
list = FindAnimators([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
list (table) – Indexed table with handles to all animators with specified tag
--Search for animators tagged "target" in script scope
local targets = FindAnimators("target")
for i=1, #targets do
local target = targets[i]
...
end
transform = GetAnimatorTransform(handle)
Arguments
handle (number) – Animator handle
Return value
transform (TTransform) – World space transform of the animator
local pos = GetAnimatorTransform(animator).pos
transform = GetAnimatorAdjustTransformIK(handle, name)
Arguments
handle (number) – Animator handle
name (string) – Name of the location node
Return value
transform (TTransform) – World space transform of the animator
When using IK for a character you can use ik-helpers to define where the
--This will adjust the target transform so that the grip defined by a location node in editor called "ik_hand_l" will reach the target
local target = Transform(Vec(10, 0, 0), QuatEuler(0, 90, 0))
local adj = GetAnimatorAdjustTransformIK(animator, "ik_hand_l")
if adj ~= nil then
target = TransformToParentTransform(target, adj)
end
SetAnimatorTransformIK(animator, "shoulder_l", "hand_l", target, 1.0, 0.9)
SetAnimatorTransform(handle, transform)
Arguments
handle (number) – Animator handle
transform (TTransform) – Desired transform
Return value
none
local t = Transform(Vec(10, 0, 0), QuatEuler(0, 90, 0)) SetAnimatorTransform(animator, t)
MakeRagdoll(handle)
Arguments
handle (number) – Animator handle
Return value
none
Make all prefab bodies physical and leave control to physics system
MakeRagdoll(animator)
UnRagdoll(handle, [time])
Arguments
handle (number) – Animator handle
time (number, optional) – Transition time
Return value
none
Take control if the prefab bodies and do an optional blend between the current ragdoll state and current animation state
--Take control of bodies and do a blend during one sec between the animation state and last physics state UnRagdoll(animator, 1.0)
handle = PlayAnimation(handle, name, [weight], [filter])
Arguments
handle (number) – Animator handle
name (string) – Animation name
weight (number, optional) – Weight [0,1] of this animation, default is 1.0
filter (string, optional) – Name of the bone and its subtree that will be affected
Return value
handle (number) – Handle to the instance that can be used with PlayAnimationInstance, zero if clip reached its end
Single animations, one-shot, will be processed after looping animations.
--This will play a single animation "Shooting" with a 80% influence but only on the skeleton starting at bone "Spine" PlayAnimation(animator, "Shooting", 0.8, "Spine")
PlayAnimationLoop(handle, name, [weight], [filter])
Arguments
handle (number) – Animator handle
name (string) – Animation name
weight (number, optional) – Weight [0,1] of this animation, default is 1.0
filter (string, optional) – Name of the bone and its subtree that will be affected
Return value
none
--This will play an animation loop "Walking" with a 100% influence on the whole skeleton PlayAnimationLoop(animator, "Walking")
handle = PlayAnimationInstance(handle, instance, [weight], [speed])
Arguments
handle (number) – Animator handle
instance (number) – Instance handle
weight (number, optional) – Weight [0,1] of this animation, default is 1.0
speed (number, optional) – Weight [0,1] of this animation, default is 1.0
Return value
handle (number) – Handle to the instance that can be used with PlayAnimationInstance, zero if clip reached its end
Single animations, one-shot, will be processed after looping animations.
--This will play a single animation "Shooting" with a 80% influence but only on the skeleton starting at bone "Spine" PlayAnimation(animator, "Shooting", 0.8, "Spine")
StopAnimationInstance(handle, instance)
Arguments
handle (number) – Animator handle
instance (number) – Instance handle
Return value
none
This will stop the playing anim-instance
PlayAnimationFrame(handle, name, time, [weight], [filter])
Arguments
handle (number) – Animator handle
name (string) – Animation name
time (number) – Time in the animation
weight (number, optional) – Weight [0,1] of this animation, default is 1.0
filter (string, optional) – Name of the bone and its subtree that will be affected
Return value
none
--This will play an animation "Walking" at a specific time of 1.5s with a 80% influence on the whole skeleton PlayAnimationFrame(animator, "Walking", 1.5, 0.8)
BeginAnimationGroup(handle, [weight], [filter])
Arguments
handle (number) – Animator handle
weight (number, optional) – Weight [0,1] of this group, default is 1.0
filter (string, optional) – Name of the bone and its subtree that will be affected
Return value
none
You can group looping animations together and use the result of those to blend to target. PlayAnimation will not work here since they are processed last separately from blendgroups.
--This will blend an entire group with 50% influence BeginAnimationGroup(animator, 0.5) PlayAnimationLoop(...) PlayAnimationLoop(...) EndAnimationGroup(animator) --You can also create a tree of groups, blending is performed in a depth-first order BeginAnimationGroup(animator, 0.5) PlayAnimationLoop(animator, "anim_a", 1.0) PlayAnimationLoop(animator, "anim_b", 0.2) BeginAnimationGroup(animator, 0.75) PlayAnimationLoop(animator, "anim_c", 1.0) PlayAnimationLoop(animator, "anim_d", 0.25) EndAnimationGroup(animator) EndAnimationGroup(animator)
EndAnimationGroup(handle)
Arguments
handle (number) – Animator handle
Return value
none
Ends the group created by BeginAnimationGroup
PlayAnimationInstances(handle)
Arguments
handle (number) – Animator handle
Return value
none
Single animations, one-shot, will be processed after looping animations. By calling PlayAnimationInstances you can force it to be processed earlier and be able to "overwrite" the result of it if you want
--First we play a single jump animation affecting the whole skeleton
--Then we play an aiming animation on the upper-body, filter="Spine1", keeping the lower-body unaffected
--Then we force the single-animations to be processed, this will force the "jump" to be processed.
--Then we overwrite just the spine-bone with a mouse controlled rotation("rot")
--Result will be a jump animation with the upperbody playing an aiming animation but the pitch of the spine controlled by the mouse("rot")
if InputPressed("jump") then
PlayAnimation(animator, "Jump")
end
PlayAnimationLoop(animator, "Pistol Idle", aimWeight, "Spine1")
PlayAnimationInstances(animator)
SetBoneRotation(animator, "Spine1", rot, 1)
list = GetAnimationClipNames(handle)
Arguments
handle (number) – Animator handle
Return value
list (table) – Indexed table with animation names
local list = GetAnimationClipNames(animator) for i=1, #list do local name = list[i] .. end
time = GetAnimationClipDuration(handle, name)
Arguments
handle (number) – Animator handle
name (string) – Animation name
Return value
time (number) – Total duration of the animation
SetAnimationClipFade(handle, name, fadein, fadeout)
Arguments
handle (number) – Animator handle
name (string) – Animation name
fadein (number) – Fadein time of the animation
fadeout (number) – Fadeout time of the animation
Return value
none
SetAnimationClipFade(animator, "fire", 0.5, 0.5)
SetAnimationClipSpeed(handle, name, speed)
Arguments
handle (number) – Animator handle
name (string) – Animation name
speed (number) – Sets the speed factor of the animation
Return value
none
--This will make the clip run 2x as normal speed SetAnimationClipSpeed(animator, "walking", 2)
TrimAnimationClip(handle, name, begoffset, [endoffset])
Arguments
handle (number) – Animator handle
name (string) – Animation name
begoffset (number) – Time offset from the beginning of the animation
endoffset (number, optional) – Time offset, positive value means from the beginning and negative value means from the end, zero(default) means at end
Return value
none
--This will "remove" 1s from the beginning and 2s from the end. TrimAnimationClip(animator, "walking", 1, -2)
time = GetAnimationClipLoopPosition(handle, name)
Arguments
handle (number) – Animator handle
name (string) – Animation name
Return value
time (number) – Time of the current playposition in the animation
time = GetAnimationInstancePosition(handle, instance)
Arguments
handle (number) – Animator handle
instance (number) – Instance handle
Return value
time (number) – Time of the current playposition in the animation
SetAnimationClipLoopPosition(handle, name, time)
Arguments
handle (number) – Animator handle
name (string) – Animation name
time (number) – Time in the animation
Return value
none
--This will set the current playposition to one second SetAnimationClipLoopPosition(animator, "walking", 1)
SetBoneRotation(handle, name, quat, [weight])
Arguments
handle (number) – Animator handle
name (string) – Bone name
quat (TQuat) – Orientation of the bone
weight (number, optional) – Weight [0,1] default is 1.0
Return value
none
--This will set the existing rotation by QuatEuler(...) SetBoneRotation(animator, "spine", QuatEuler(0, 180, 0), 1.0)
SetBoneLookAt(handle, name, point, [weight])
Arguments
handle (number) – Animator handle
name (string) – Bone name
point (table) – World space point as vector
weight (number, optional) – Weight [0,1] default is 1.0
Return value
none
--This will set the existing local-rotation to point to world space point SetBoneLookAt(animator, "upper_arm_l", Vec(10, 20, 30), 1.0)
RotateBone(handle, name, quat, [weight])
Arguments
handle (number) – Animator handle
name (string) – Bone name
quat (TQuat) – Additive orientation
weight (number, optional) – Weight [0,1] default is 1.0
Return value
none
--This will offset the existing rotation by QuatEuler(...) RotateBone(animator, "spine", QuatEuler(0, 5, 0), 1.0)
list = GetBoneNames(handle)
Arguments
handle (number) – Animator handle
Return value
list (table) – Indexed table with bone-names
local list = GetBoneNames(animator) for i=1, #list do local name = list[i] .. end
handle = GetBoneBody(handle, name)
Arguments
handle (number) – Animator handle
name (string) – Bone name
Return value
handle (number) – Handle to the bone's body, or zero if no bone is present.
local body = GetBoneBody(animator, "head") end
transform = GetBoneWorldTransform(handle, name)
Arguments
handle (number) – Animator handle
name (string) – Bone name
Return value
transform (TTransform) – World space transform of the bone
local animator = GetPlayerAnimator()
local bones = GetBoneNames(animator)
for i=1, #bones do
local bone = bones[i]
local t = GetBoneWorldTransform(animator,bone)
DebugCross(t.pos)
end
transform = GetBoneBindPoseTransform(handle, name)
Arguments
handle (number) – Animator handle
name (string) – Bone name
Return value
transform (TTransform) – Local space transform of the bone in bindpose
local lt = getBindPoseTransform(animator, "lefthand")
handle = FindLight([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
handle (number) – Handle to first light with specified tag or zero if not found
function client.init()
local light = FindLight("main")
DebugPrint(light)
end
list = FindLights([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
list (table) – Indexed table with handles to all lights with specified tag
function client.init()
--Search for lights tagged "main" in script scope
local lights = FindLights("main")
for i=1, #lights do
local light = lights[i]
DebugPrint(light)
end
end
SetLightEnabled(handle, enabled)
Arguments
handle (number) – Light handle
enabled (boolean) – Set to true if light should be enabled
Return value
none
If light is owned by a shape, the emissive scale of that shape will be set to 0.0 when light is disabled and 1.0 when light is enabled.
function server.init()
SetLightEnabled(FindLight("main"), false)
end
SetLightColor(handle, r, g, b)
Arguments
handle (number) – Light handle
r (number) – Red value
g (number) – Green value
b (number) – Blue value
Return value
none
This will only set the color tint of the light. Use SetLightIntensity for brightness. Setting the light color will not affect the emissive color of a parent shape.
function server.init()
--Set light color to yellow
SetLightColor(FindLight("main"), 1, 1, 0)
end
SetLightIntensity(handle, intensity)
Arguments
handle (number) – Light handle
intensity (number) – Desired intensity of the light
Return value
none
If the shape is owned by a shape you most likely want to use SetShapeEmissiveScale instead, which will affect both the emissiveness of the shape and the brightness of the light at the same time.
function server.init()
--Pulsate light
SetLightIntensity(FindLight("main"), math.sin(GetTime())*0.5 + 1.0)
end
transform = GetLightTransform(handle)
Arguments
handle (number) – Light handle
Return value
transform (TTransform) – World space light transform
Lights that are owned by a dynamic shape are automatcially moved with that shape
local light = 0
function client.init()
light = FindLight("main")
local t = GetLightTransform(light)
DebugPrint(VecStr(t.pos))
end
handle = GetLightShape(handle)
Arguments
handle (number) – Light handle
Return value
handle (number) – Shape handle or zero if not attached to shape
local light = 0
function client.init()
light = FindLight("main")
local shape = GetLightShape(light)
DebugPrint(shape)
end
active = IsLightActive(handle)
Arguments
handle (number) – Light handle
Return value
active (boolean) – True if light is currently emitting light
local light = 0
function client.init()
light = FindLight("main")
if IsLightActive(light) then
DebugPrint("Light is active")
end
end
affected = IsPointAffectedByLight(handle, point)
Arguments
handle (number) – Light handle
point (TVec) – World space point as vector
Return value
affected (boolean) – Return true if point is in light cone and range
local light = 0
function client.init()
light = FindLight("main")
local point = Vec(0, 10, 0)
local affected = IsPointAffectedByLight(light, point)
DebugPrint(affected)
end
handle = GetFlashlight([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
handle (number) – Handle of the player's flashlight
Returns the handle of the player's flashlight. You can work with it as with an entity of the Light type.
function setFlashlightColor(playerId) local flashlight = GetFlashlight(playerId) SetProperty(flashlight, "color", Vec(0.5, 0, 1)) end
SetFlashlight(handle, [playerId])
Arguments
handle (number) – Handle of the light
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
Sets a new entity of the Light type as a flashlight.
local oldLight = 0
function server.tick()
... -- some code
-- in order not to lose the original flashlight, it is better to save it's handle
oldLight = GetFlashlight(playerId)
SetFlashlight(FindEntity("mylight", true), playerId)
end
handle = FindTrigger([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
handle (number) – Handle to first trigger with specified tag or zero if not found
function server.init()
local goal = FindTrigger("goal")
end
list = FindTriggers([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
list (table) – Indexed table with handles to all triggers with specified tag
function client.init()
--Find triggers tagged "toxic" in script scope
local triggers = FindTriggers("toxic")
for i=1, #triggers do
local trigger = triggers[i]
DebugPrint(trigger)
end
end
transform = GetTriggerTransform(handle)
Arguments
handle (number) – Trigger handle
Return value
transform (TTransform) – Current trigger transform in world space
function client.init()
local trigger = FindTrigger("toxic")
local t = GetTriggerTransform(trigger)
DebugPrint(t.pos)
end
SetTriggerTransform(handle, transform)
Arguments
handle (number) – Trigger handle
transform (TTransform) – Desired trigger transform in world space
Return value
none
function server.init()
local trigger = FindTrigger("toxic")
local t = Transform(Vec(0, 1, 0), QuatEuler(0, 90, 0))
SetTriggerTransform(trigger, t)
end
min, max = GetTriggerBounds(handle)
Arguments
handle (number) – Trigger handle
Return value
min (TVec) – Lower point of trigger bounds in world space
max (TVec) – Upper point of trigger bounds in world space
Return the lower and upper points in world space of the trigger axis aligned bounding box
function client.init()
local trigger = FindTrigger("toxic")
local mi, ma = GetTriggerBounds(trigger)
local list = QueryAabbShapes(mi, ma)
for i = 1, #list do
DebugPrint(list[i])
end
end
inside = IsBodyInTrigger(trigger, body)
Arguments
trigger (number) – Trigger handle
body (number) – Body handle
Return value
inside (boolean) – True if body is in trigger volume
This function will only check the center point of the body
local trigger = 0
local body = 0
function client.init()
trigger = FindTrigger("toxic")
body = FindBody("body")
end
function client.tick()
if IsBodyInTrigger(trigger, body) then
DebugPrint("In trigger!")
end
end
inside = IsVehicleInTrigger(trigger, vehicle)
Arguments
trigger (number) – Trigger handle
vehicle (number) – Vehicle handle
Return value
inside (boolean) – True if vehicle is in trigger volume
This function will only check origo of vehicle
local trigger = 0
local vehicle = 0
function client.init()
trigger = FindTrigger("toxic")
vehicle = FindVehicle("vehicle")
end
function client.tick()
if IsVehicleInTrigger(trigger, vehicle) then
DebugPrint("In trigger!")
end
end
inside = IsShapeInTrigger(trigger, shape)
Arguments
trigger (number) – Trigger handle
shape (number) – Shape handle
Return value
inside (boolean) – True if shape is in trigger volume
This function will only check the center point of the shape
local trigger = 0
local shape = 0
function client.init()
trigger = FindTrigger("toxic")
shape = FindShape("shape")
end
function client.tick()
if IsShapeInTrigger(trigger, shape) then
DebugPrint("In trigger!")
end
end
inside = IsPointInTrigger(trigger, point)
Arguments
trigger (number) – Trigger handle
point (TVec) – Word space point as vector
Return value
inside (boolean) – True if point is in trigger volume
local trigger = 0
local point = {}
function client.init()
trigger = FindTrigger("toxic", true)
point = Vec(0, 0, 0)
end
function client.tick()
if IsPointInTrigger(trigger, point) then
DebugPrint("In trigger!")
end
end
value, dist = IsPointInBoundaries(point)
Arguments
point (TVec) – Point
Return value
value (boolean) – True if point is inside scene boundaries or if there are no boundaries
dist (number) – Distance to the scene boundaries. Zero if there are no boundaries or if point is outside.
Checks whether the point is within the scene boundaries. If there are no boundaries on the scene, the function returns True.
function client.tick()
local p = Vec(1.5, 3, 2.5)
DebugWatch("In boundaries", IsPointInBoundaries(p))
end
empty, maxpoint = IsTriggerEmpty(handle, [demolision])
Arguments
handle (number) – Trigger handle
demolision (boolean, optional) – If true, small debris and vehicles are ignored
Return value
empty (boolean) – True if trigger is empty
maxpoint (TVec) – World space point of highest point (largest Y coordinate) if not empty
This function will check if trigger is empty. If trigger contains any part of a body it will return false and the highest point as second return value.
local trigger = 0
function client.init()
trigger = FindTrigger("toxic")
end
function client.tick()
local empty, highPoint = IsTriggerEmpty(trigger)
if not empty then
--highPoint[2] is the tallest point in trigger
DebugPrint("Is not empty")
end
end
distance = GetTriggerDistance(trigger, point)
Arguments
trigger (number) – Trigger handle
point (TVec) – Word space point as vector
Return value
distance (number) – Positive if point is outside, negative if inside
Get distance to the surface of trigger volume. Will return negative distance if inside.
local trigger = 0
function client.init()
trigger = FindTrigger("toxic")
local p = Vec(0, 10, 0)
local dist = GetTriggerDistance(trigger, p)
DebugPrint(dist)
end
closest = GetTriggerClosestPoint(trigger, point)
Arguments
trigger (number) – Trigger handle
point (TVec) – Word space point as vector
Return value
closest (TVec) – Closest point in trigger as vector
Return closest point in trigger volume. Will return the input point itself if inside trigger or closest point on surface of trigger if outside.
local trigger = 0
function client.init()
trigger = FindTrigger("toxic")
local p = Vec(0, 10, 0)
local closest = GetTriggerClosestPoint(trigger, p)
DebugPrint(closest)
end
handle = FindScreen([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
handle (number) – Handle to first screen with specified tag or zero if not found
function client.init()
local screen = FindScreen("tv")
DebugPrint(screen)
end
list = FindScreens([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
list (table) – Indexed table with handles to all screens with specified tag
function client.init()
--Find screens tagged "tv" in script scope
local screens = FindScreens("tv")
for i=1, #screens do
local screen = screens[i]
DebugPrint(screen)
end
end
SetScreenEnabled(screen, enabled)
Arguments
screen (number) – Screen handle
enabled (boolean) – True if screen should be enabled
Return value
none
Enable or disable screen
function server.init()
SetScreenEnabled(FindScreen("tv"), true)
end
enabled = IsScreenEnabled(screen)
Arguments
screen (number) – Screen handle
Return value
enabled (boolean) – True if screen is enabled
function client.init()
local b = IsScreenEnabled(FindScreen("tv"))
DebugPrint(b)
end
shape = GetScreenShape(screen)
Arguments
screen (number) – Screen handle
Return value
shape (number) – Shape handle or zero if none
Return handle to the parent shape of a screen
local screen = 0
function client.init()
screen = FindScreen("tv")
local shape = GetScreenShape(screen)
DebugPrint(shape)
end
GetScreenPlayer(screen, [playerId])
Arguments
screen (number) – Screen handle
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
Return playerId that interacts with a screen, or zero if not interacted with
local player = GetScreenPlayer(screen)
handle = FindVehicle([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
handle (number) – Handle to first vehicle with specified tag or zero if not found
function client.init()
local vehicle = FindVehicle("mycar")
end
list = FindVehicles([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
list (table) – Indexed table with handles to all vehicles with specified tag
function client.init()
--Find all vehicles in level tagged "boat"
local boats = FindVehicles("boat")
for i=1, #boats do
local boat = boats[i]
DebugPrint(boat)
end
end
transform = GetVehicleTransform(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
transform (TTransform) – Transform of vehicle
function client.init()
local vehicle = FindVehicle("vehicle")
local t = GetVehicleTransform(vehicle)
end
transforms = GetVehicleExhaustTransforms(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
transforms (table) – Transforms of vehicle exhausts
Returns the exhausts transforms in local space of the vehicle.
function client.tick()
local vehicle = FindVehicle("car", true)
local t = GetVehicleExhaustTransforms(vehicle)
for i = 1, #t do
DebugWatch(tostring(i), t[i])
end
end
transforms = GetVehicleVitalTransforms(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
transforms (table) – Transforms of vehicle vitals
Returns the vitals transforms in local space of the vehicle.
function client.tick()
local vehicle = FindVehicle("car", true)
local t = GetVehicleVitalTransforms(vehicle)
for i = 1, #t do
DebugWatch(tostring(i), t[i])
end
end
transforms = GetVehicleBodies(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
transforms (table) – Vehicle bodies handles
function client.tick()
local vehicle = FindVehicle("car", true)
local t = GetVehicleBodies(vehicle)
for i = 1, #t do
DebugWatch(tostring(i), t[i])
end
end
body = GetVehicleBody(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
body (number) – Main body of vehicle
function client.init()
local vehicle = FindVehicle("vehicle")
local body = GetVehicleBody(vehicle)
if IsBodyBroken(body) then
DebugPrint("Is broken")
end
end
health = GetVehicleHealth(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
health (number) – Vehicle health (zero to one)
function client.init()
local vehicle = FindVehicle("vehicle")
local health = GetVehicleHealth(vehicle)
DebugPrint(health)
end
params = GetVehicleParams(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
params (table) – Vehicle params
function client.tick()
local params = GetVehicleParams(FindVehicle("car", true))
for key, value in pairs(params) do
DebugWatch(key, value)
end
end
SetVehicleParam(handle, param, value)
Arguments
handle (number) – Vehicle handler
param (string) – Param name
value (number) – Param value
Return value
none
Available parameters: spring, damping, topspeed, acceleration, strength, antispin, antiroll, difflock, steerassist, friction
function server.init()
SetVehicleParam(FindVehicle("car", true), "topspeed", 200)
end
pos = GetVehicleDriverPos(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
pos (TVec) – Driver position as vector in vehicle space
function client.init()
local vehicle = FindVehicle("vehicle")
local driverPos = GetVehicleDriverPos(vehicle)
local t = GetVehicleTransform(vehicle)
local worldPos = TransformToParentPoint(t, driverPos)
DebugPrint(worldPos)
end
pos = GetVehicleAvailableSeatPos(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
pos (TVec) – World space position of the next available seat. {0, 0, 0} if none is available.
function client.tick()
local vehicle = FindVehicle("vehicle")
local pos = GetVehicleAvailableSeatPos(vehicle)
DebugPrint(pos)
end
steering = GetVehicleSteering(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
steering (number) – Driver steering value -1 to 1
local steering = GetVehicleSteering(vehicle)
drive = GetVehicleDrive(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
drive (number) – Driver drive value -1 to 1
local drive = GetVehicleDrive(vehicle)
DriveVehicle(vehicle, drive, steering, handbrake)
Arguments
vehicle (number) – Vehicle handle
drive (number) – Reverse/forward control -1 to 1
steering (number) – Left/right control -1 to 1
handbrake (boolean) – Handbrake control
Return value
none
This function applies input to vehicles, allowing for autonomous driving. The vehicle will be turned on automatically and turned off when no longer called. Call this from the tick function, not update.
function server.tick()
--Drive mycar forwards
local v = FindVehicle("mycar")
DriveVehicle(v, 1, 0, false)
end
transform = GetVehicleLocationWorldTransform(vehicle, name)
Arguments
vehicle (number) – Vehicle handle
name (string) – Name of location
Return value
transform (TTransform) – World transform
local t = GetVehicleLocationWorldTransform(vehicle, "player_steeringwheel")
count, seats, hasDriver = GetVehiclePassengerCount(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
count (number) – Number of passengers
seats (number) – Number of seats
hasDriver (bool) – If vehicle has a driver
local passengers, seats, hasDriver = GetVehiclePassengerCount(vehicle)
SetVehicleHealth(vehicle, health)
Arguments
vehicle (number) – Vehicle handle
health (number) – Set vehicle health (between zero and one)
Return value
none
Works only for vehicles with 'customhealth' tag. 'customhealth' disables the common vehicles damage system. So this function needed for custom vehicle damage systems.
function server.tick()
if InputPressed("usetool", playerId) then
SetVehicleHealth(FindVehicle("car", true), 0.0)
end
end
handle = FindRig([tag], [global])
Arguments
tag (string, optional) – Tag name
global (boolean, optional) – Search in entire scene
Return value
handle (number) – Handle to first rig with specified tag or zero if not found
function client.init()
local rig = FindRig("myrig")
end
transform = GetRigWorldTransform(rig)
Arguments
rig (number) – Rig handle
Return value
transform (TTransform) – World transform, nil if rig is missing
local t = GetRigWorldTransform(rig)
SetRigWorldTransform(rig, transform)
Arguments
rig (number) – Rig handle
transform (TTransform) – New world transform
Return value
none
SetRigWorldTransform(rig, Transform(...))
transform = GetRigLocationWorldTransform(rig, name)
Arguments
rig (number) – Rig handle
name (string) – Name of location
Return value
transform (TTransform) – World transform, nil if rig is missing or location is missing
local foot_t = GetRigLocationWorldTransform(rigid, "ik_foot_l")
SetRigLocationWorldTransform(rig, name, transform)
Arguments
rig (number) – Rig handle
name (string) – Name of location
transform (TTransform) – New world transform
Return value
none
SetRigLocationWorldTransform(rig, "some_location_name", Transform(...))
transform = GetRigLocationLocalTransform(rig, name)
Arguments
rig (number) – Rig handle
name (string) – Name of location
Return value
transform (TTransform) – Local transform, nil if rig is missing or location is missing
local t = GetRigLocationLocalTransform(rigid, "some_location_name")
SetRigLocationLocalTransform(rig, name, transform)
Arguments
rig (number) – Rig handle
name (string) – Name of location
transform (TTransform) – New world transform
Return value
none
local someBody = FindBody("bodyname")
SetPlayerRigTransform(someBody, GetBodyTransform(someBody))
name = GetAllPlayers()
Arguments
none
Return value
name (list) – List of all player Ids
local playerIds = GetAllPlayers()
count = GetMaxPlayers()
Arguments
none
Return value
count (interger) – Number of max players for the session. Returns 1 for non-multiplayer.
local maxPlayerCount = GetMaxPlayers() -- create an UI big enough to fit a the max player count createGameModeUI(maxPlayerCount)
count = GetPlayerCount()
Arguments
none
Return value
count (number) – Number of players
local playerCount = GetPlayerCount()
playerIds = GetAddedPlayers()
Arguments
none
Return value
playerIds (table) – List of added player Ids
local playerIds = GetAddedPlayers()
playerIds = GetRemovedPlayers()
Arguments
none
Return value
playerIds (table) – List of removed player Ids
local playerIds = GetRemovedPlayers()
name = GetPlayerName([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
name (string) – Player name
local name = GetPlayerName(0)
GetLocalPlayer = GetLocalPlayer()
Arguments
none
Return value
GetLocalPlayer (number) – Local player ID.
local p = GetLocalPlayer()
IsPlayerLocal = IsPlayerLocal([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
IsPlayerLocal (boolean) – Whether a player is the local player.
if IsPlayerLocal(attacker) then score = score + 1 end
character = GetPlayerCharacter([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
character (string) – Character id
local character = GetPlayerCharacter(0)
IsPlayerHost = IsPlayerHost([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
IsPlayerHost (boolean) – Whether a player is the host
local isHost = IsPlayerHost()
IsPlayerValid = IsPlayerValid([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
IsPlayerValid (boolean) – Whether a player is valid (existing player)
local isValid = IsPlayerValid(flagCarrier) if not isValid then dropFlag() end
position = GetPlayerPos([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
position (TVec) – Player center position
Return center point of player. This function is deprecated. Use GetPlayerTransform instead.
function client.init() local p = GetPlayerPos() DebugPrint(p) --This is equivalent to p = VecAdd(GetPlayerTransform().pos, Vec(0,1,0)) DebugPrint(p) end
hit, startpos, endpos, direction, hitnormal, hitdist, hitentity, hitmaterial = GetPlayerAimInfo(position, [maxdist], [playerId])
Arguments
position (TVec) – Start position of the search
maxdist (number, optional) – Max search distance
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
hit (boolean) – TRUE if hit, FALSE otherwise.
startpos (TVec) – Player can modify start position when close to walls etc
endpos (TVec) – Hit position
direction (TVec) – Direction from start position to end position
hitnormal (TVec) – Normal of the hitpoint
hitdist (number) – Distance of the hit
hitentity (handle) – Handle of the entitiy being hit
hitmaterial (handle) – Name of the material being hit
local muzzle = GetToolLocationWorldTransform("muzzle")
local _, pos, _, dir = GetPlayerAimInfo(muzzle.pos)
Shoot(pos, dir)
pitch = GetPlayerPitch([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
pitch (number) – Current player pitch angle
The player pitch angle is applied to the player camera transform. This value can be used to animate tool pitch movement when using SetToolTransformOverride.
function client.init() local pitchRotation = Quat(Vec(1,0,0), GetPlayerPitch()) end
yaw = GetPlayerYaw([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
yaw (number) – Current player yaw angle
The player yaw angle is applied to the player camera transform. It represents the top-down angle of rotation of the player.
function client.init() local compassBearing = GetPlayerYaw() end
SetPlayerPitch(pitch, [playerId])
Arguments
pitch (number) – Pitch.
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
Sets the player pitch.
function server.tick() -- look straight ahead SetPlayerPitch(0.0, playerId) end
recoil = GetPlayerCrouch([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
recoil (number) – Current player crouch
function client.tick()
local crouch = GetPlayerCrouch()
if crouch > 0.0 then
...
end
end
transform = GetPlayerTransform([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
transform (TTransform) – Current player transform
The player transform is located at the bottom of the player. The player transform considers heading (looking left and right). Forward is along negative Z axis. Player pitch (looking up and down) does not affect player transform. If you want the transform of the eye, use GetPlayerCameraTransform() instead.
function client.init() local t = GetPlayerTransform() DebugPrint(TransformStr(t)) end
transform = GetPlayerTransformWithPitch([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
transform (table) – Current player transform, including pitch (look up/down)
The player transform is located at the bottom of the player. Forward is along negative Z axis. If you want the transform of the eye, use GetPlayerCameraTransform() instead.
local t = GetPlayerTransform()
SetPlayerTransform(transform, [playerId])
Arguments
transform (TTransform) – Desired player transform
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Instantly teleport the player to desired transform, excluding pitch. If you want to include pitch, use SetPlayerTransformWithPitch instead. Player velocity will be reset to zero.
function server.tick()
if InputPressed("jump", playerId) then
local t = Transform(Vec(50, 0, 0), QuatEuler(0, 90, 0))
SetPlayerTransform(t, playerId)
end
end
SetPlayerTransformWithPitch(transform, [playerId])
Arguments
transform (table) – Desired player transform
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Instantly teleport the player to desired transform, including pitch. Player velocity will be reset to zero.
local t = Transform(Vec(10, 0, 0), QuatEuler(30, 90, 0)) SetPlayerTransform(t, playerId)
SetPlayerGroundVelocity(vel, [playerId])
Arguments
vel (TVec) – Desired ground velocity
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Make the ground act as a conveyor belt, pushing the player even if ground shape is static.
function server.tick() SetPlayerGroundVelocity(Vec(2,0,0), playerId) end
transform = GetPlayerEyeTransform([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
transform (TTransform) – Current player eye transform
The player eye transform is the same as what you get from GetCameraTransform when playing in first-person, but if you have set a camera transform manually with SetCameraTransform or playing in third-person, you can retrieve the player eye transform with this function.
function client.init() local t = GetPlayerEyeTransform() DebugPrint(TransformStr(t)) end
transform = GetPlayerCameraTransform([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
transform (TTransform) – Current player camera transform
The player camera transform is usually the same as what you get from GetCameraTransform, but if you have set a camera transform manually with SetCameraTransform, you can retrieve the standard player camera transform with this function.
function client.init() local t = GetPlayerCameraTransform() DebugPrint(TransformStr(t)) end
SetPlayerCameraOffsetTransform(transform, [stackable], [playerId])
Arguments
transform (TTransform) – Desired player camera offset transform
stackable (boolean, optional) – True if eye offset should summ up with multiple calls per tick
playerId (number, optional) – Player ID. On client, zero means client player.
Return value
none
Call this function continously to apply a camera offset. Can be used for camera effects such as shake and wobble.
function client.tick() local t = Transform(Vec(), QuatAxisAngle(Vec(1, 0, 0), math.sin(GetTime()*3.0) * 3.0)) SetPlayerCameraOffsetTransform(t, playerId) end
SetPlayerSpawnTransform(transform, [playerId])
Arguments
transform (TTransform) – Desired player spawn transform
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Call this function during init to alter the player spawn transform.
function setPlayerSpawnTransform(playerId) local t = Transform(Vec(10, 0, 0), QuatEuler(0, 90, 0)) SetPlayerSpawnTransform(t, playerId) end
SetPlayerSpawnHealth(health, [playerId])
Arguments
health (number) – Desired player spawn health (between zero and one)
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Call this function during init to alter the player spawn health amount.
function playerJoined(playerId) SetPlayerSpawnHealth(0.5, playerId) end
SetPlayerSpawnTool(id, [playerId])
Arguments
id (string) – Tool unique identifier
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Call this function during init to alter the player spawn active tool.
function playerJoined(playerId)
SetPlayerSpawnTool("pistol", playerId)
end
velocity = GetPlayerVelocity([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
velocity (TVec) – Player velocity in world space as vector
function client.tick() local vel = GetPlayerVelocity() DebugPrint(VecStr(vel)) end
SetPlayerVehicle(vehicle, [playerId])
Arguments
vehicle (number) – Handle to vehicle or zero to not drive.
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Drive specified vehicle.
function server.tick()
if InputPressed("interact", playerId) then
local car = FindVehicle("mycar")
SetPlayerVehicle(car, playerId)
end
end
SetPlayerAnimator(animator, [playerId])
Arguments
animator (number) – Handle to animator or zero for no animator
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
animator = GetPlayerAnimator([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
animator (number) – Handle to animator or zero for no animator
bodies = GetPlayerBodies([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
bodies (list) – Get bodies associated with a player
local bodies = GetPlayerBodies(playerId)
SetPlayerVelocity(velocity, [playerId])
Arguments
velocity (TVec) – Player velocity in world space as vector
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
function server.tick()
if InputPressed("jump", playerId) then
SetPlayerVelocity(Vec(0, 5, 0), playerId)
end
end
handle = GetPlayerVehicle([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
handle (number) – Current vehicle handle, or zero if not in vehicle
function client.tick()
local vehicle = GetPlayerVehicle()
if vehicle ~= 0 then
DebugPrint("Player drives the vehicle")
end
end
isGrounded = IsPlayerGrounded([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
isGrounded (boolean) – Whether the player is grounded
local isGrounded = IsPlayerGrounded()
isDriver = IsPlayerVehicleDriver(handle, [playerId])
Arguments
handle (number) – Vehicle handle
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
isDriver (boolean) – Whether the player is driver for this vehicle
local vehicle = FindVehicle("myvehicle")
local isDriver = IsPlayerVehicleDriver(vehicle)
isPassenger = IsPlayerVehiclePassenger(handle, [playerId])
Arguments
handle (number) – Vehicle handle
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
isPassenger (boolean) – Whether the player is a passenger of this vehicle
local vehicle = FindVehicle("myvehicle")
local isPassenger = IsPlayerVehiclePassenger(vehicle)
isGrounded = IsPlayerJumping([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
isGrounded (boolean) – Whether the player is jumping or not
local isJumping = IsPlayerJumping()
contact, shape, point, normal = GetPlayerGroundContact([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
contact (boolean) – Whether the player is grounded
shape (number) – Handle to shape
point (Vec) – Point of contact
normal (Vec) – Normal of contact
Get information about player ground contact. If the output boolean (contact) is false then the rest of the output is invalid.
function client.tick() hasGroundContact, shape, point, normal = GetPlayerGroundContact() if hasGroundContact then -- print ground contact data DebugPrint(VecStr(point).." : "..VecStr(normal)) end end
handle = GetPlayerGrabShape([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
handle (number) – Handle to grabbed shape or zero if not grabbing.
function client.tick()
local shape = GetPlayerGrabShape()
if shape ~= 0 then
DebugPrint("Player is grabbing a shape")
end
end
handle = GetPlayerGrabBody([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
handle (number) – Handle to grabbed body or zero if not grabbing.
function client.tick()
local body = GetPlayerGrabBody()
if body ~= 0 then
DebugPrint("Player is grabbing a body")
end
end
ReleasePlayerGrab([playerId])
Arguments
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Release what the player is currently holding
function server.tick()
if InputPressed("jump", playerId) then
ReleasePlayerGrab(playerId)
end
end
pos = GetPlayerGrabPoint([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
pos (TVec) – The world space grab point.
local body = GetPlayerGrabBody() if body ~= 0 then local pos = GetPlayerGrabPoint() end
handle = GetPlayerPickShape([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
handle (number) – Handle to picked shape or zero if nothing is picked
function client.tick()
local shape = GetPlayerPickShape()
if shape ~= 0 then
DebugPrint("Picked shape " .. shape)
end
end
handle = GetPlayerPickBody([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
handle (number) – Handle to picked body or zero if nothing is picked
function client.tick()
local body = GetPlayerPickBody()
if body ~= 0 then
DebugWatch("Pick body ", body)
end
end
handle = GetPlayerInteractShape([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
handle (number) – Handle to interactable shape or zero
Interactable shapes has to be tagged with "interact". The engine determines which interactable shape is currently interactable.
function client.tick()
local shape = GetPlayerInteractShape()
if shape ~= 0 then
DebugPrint("Interact shape " .. shape)
end
end
handle = GetPlayerInteractBody([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
handle (number) – Handle to interactable body or zero
Interactable shapes has to be tagged with "interact". The engine determines which interactable body is currently interactable.
function client.tick()
local body = GetPlayerInteractBody()
if body ~= 0 then
DebugPrint("Interact body " .. body)
end
end
SetPlayerScreen(handle, [playerId])
Arguments
handle (number) – Handle to screen or zero for no screen
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Set the screen the player should interact with. For the screen to feature a mouse pointer and receieve input, the screen also needs to have interactive property.
function server.tick()
if InputPressed("interact", playerId) then
if GetPlayerScreen(playerId) ~= 0 then
SetPlayerScreen(0, playerId)
else
SetPlayerScreen(screen, playerId)
end
end
end
handle = GetPlayerScreen([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
handle (number) – Handle to interacted screen or zero if none
function server.tick()
if InputPressed("interact", playerId) then
if GetPlayerScreen(playerId) ~= 0 then
SetPlayerScreen(0, playerId)
else
SetPlayerScreen(screen, playerId)
end
end
end
SetPlayerHealth(health, [playerId])
Arguments
health (number) – Set player health (between zero and one)
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
function server.tick()
if InputPressed("interact", playerId) then
if GetPlayerHealth() < 0.75 then
SetPlayerHealth(1.0, playerId)
else
SetPlayerHealth(0.5, playerId)
end
end
end
health = GetPlayerHealth([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
health (number) – Current player health
function server.tick()
if InputPressed("interact", playerId) then
if GetPlayerHealth() < 0.75 then
SetPlayerHealth(1.0, playerId)
else
SetPlayerHealth(0.5, playerId)
end
end
end
canusetool = GetPlayerCanUseTool([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
canusetool (bool) – If the player currenty can use tool.
Will be false if player is in vehicle, interacting with a screen, has pause menu open, is dead or uses interactive UI.
function server.tick()
for p in Players() do
if GetPlayerCanUseTool(p) and InputPressed("usetool", p) then
-- fire laser
end
end
end
SetPlayerRegenerationState(state, [player])
Arguments
state (boolean) – State of player regeneration
player (number, optional) – Player ID change regeneration for
Return value
none
Enable or disable regeneration for player
function playerJoined(playerId) -- initially disable regeneration for player SetPlayerRegenerationState(false, playerId) end
SetPlayerTool(tool id, [playerId])
Arguments
tool id (string) – Set Tool ID
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
function playerJoined(playerId)
-- Server sets player tool to "gun"
SetPlayerTool("gun", playerId)
end
tool id = GetPlayerTool([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
tool id (string) – Get Tool ID
local tool = GetPlayerTool()
RespawnPlayer([playerId])
Arguments
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Respawn player at spawn position without modifying the scene
function server.tick()
for p in Players() do
if InputPressed("interact", p) then
RespawnPlayer(p)
end
end
end
RespawnPlayerAtTransform(transform, [playerId])
Arguments
transform (transform) – Transform
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
Respawn player at spawn position without modifying the scene
function server.tick()
for p in Players() do
if InputPressed("interact", p) then
RespawnPlayerAtTransform(Transform(Vec(1,2,3)), p)
end
end
end
speed = GetPlayerWalkingSpeed([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
speed (number) – Current player base walking speed
This function gets base speed, but real player speed depends on many factors such as health, crouch, water, grabbing objects.
function client.tick() DebugPrint(GetPlayerWalkingSpeed()) end
SetPlayerWalkingSpeed(speed, [playerId])
Arguments
speed (number) – Set player walking speed
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
This function sets base speed, but real player speed depends on many factors such as health, crouch, water, grabbing objects.
function server.tick()
for p in Players() do
-- Set player walking speed based on whether shift is pressed
if InputDown("shift", p) then
SetPlayerWalkingSpeed(15.0, p)
else
SetPlayerWalkingSpeed(7.0, p)
end
end
end
speed = GetPlayerCrouchSpeedScale([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
speed (number) – Current player walking speed while crouched
function client.tick() DebugPrint(GetPlayerCrouchSpeedScale()) end
SetPlayerCrouchSpeedScale(speed, [playerId])
Arguments
speed (number) – Set player walking speed while crouched
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
This function sets base speed the player is changed to while crouched
function server.tick()
for p in Players() do
if InputDown("shift") then
SetPlayerCrouchSpeedScale(5.0, p)
else
SetPlayerCrouchSpeedScale(3.0, p)
end
end
end
speed = GetPlayerHurtSpeedScale([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
speed (number) – Current player walking speed when hurt
function client.tick() DebugPrint(GetPlayerHurtSpeedScale()) end
SetPlayerHurtSpeedScale(speed, [playerId])
Arguments
speed (number) – Set player walking speed when hurt
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
This function sets base speed the player is interpolated towards based on the health
function server.tick() -- Reduce hurt penalty (default is 2/7 or roughly 0.29) for p in Players() do SetPlayerHurtSpeedScale(0.6, p) end end
value = GetPlayerParam(parameter, [player])
Arguments
parameter (string) – Parameter name
player (number, optional) – Player ID. On player, zero means local player.
Return value
value (any) – Parameter value
| Param name | Type | Description |
| health | float | Current value of the player's health. |
| healthRegeneration | boolean   | Is the player's health regeneration enabled. |
| walkingSpeed | float | The player's walking speed. |
| jumpSpeed | float | The player's jump speed. |
| godMode | boolean   | If the value is True, the player does not lose health |
| friction | float | Player body friction |
| frictionMode | string | Player friction combine mode |
| flyMode | boolean   | If the value is True, the player will fly |
| flashlightAllowed | boolean   | Changes ability to use flashlight |
| disableInteract | boolean   | Disable interactions for player |
| CollisionMask | int | Player collision mask bits (0-255) with respect to all shapes layer bits |
function client.tick() -- The parameter names are case-insensitive, so any of the specified writing styles will be correct: -- "GodMode", "godmode", "godMode" local paramName = "GodMode" local param = GetPlayerParam(paramName) DebugWatch(paramName, param) end
SetPlayerParam(parameter, value, [player])
Arguments
parameter (string) – Parameter name
value (any) – Parameter value
player (number, optional) – Player ID. On player, zero means local player.
Return value
none
| Param name | Type | Description |
| health | float | Current value of the player's health. |
| healthRegeneration | boolean   | Is the player's health regeneration enabled. |
| walkingSpeed | float | The player's walking speed. This value is applied for 1 frame! |
| jumpSpeed | float | The player's jump speed. The height of the jump depends non-linearly on the jump speed. This value is applied for 1 frame! |
| godMode | boolean   | If the value is True, the player does not lose health |
| friction | float | Player body friction. Default is 0.8 |
| frictionMode | string | Player friction combine mode. Can be (average|minimum|multiply|maximum) |
| flyMode | boolean   | If the value is True, the player will fly |
| flashlightAllowed | boolean   | Changes ability to use flashlight |
| disableInteract | boolean   | Disable interactions for player |
| CollisionMask | int | Player collision mask bits (0-255) with respect to all shapes layer bits |
function server.tick()
-- The parameter names are case-insensitive, so any of the specified writing styles will be correct:
-- "JumpSpeed", "jumpspeed", "jumpSpeed"
local paramName = "JumpSpeed"
for p in Players() do
-- Set player jump speed based on whether shift is pressed
if InputDown("shift", p) then
SetPlayerParam(paramName, 10, p)
else
SetPlayerParam(paramName, 5, p)
end
end
end
SetPlayerHidden([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
Use this function to hide the player character.
function client.tick() ... SetCameraTransform(t) SetPlayerHidden() end
RegisterTool(id, name, file, [group])
Arguments
id (string) – Tool unique identifier
name (string) – Tool name to show in hud
file (string) – Path to vox file or prefab xml
group (number, optional) – Tool group for this tool (1-6) Default is 6.
Return value
none
Register a custom tool that will show up in the player inventory and can be selected with scroll wheel. Do this only once per tool. You also need to enable the tool in the registry before it can be used.
function server.init()
RegisterTool("lasergun", "Laser Gun", "MOD/vox/lasergun.vox", 6)
end
function server.tick()
for p in Players() do
if GetPlayerTool(p) == "lasergun" then
--Tool is selected. Tool logic goes here.
if InputPressed("usetool", p) then
-- Fire the tool
end
end
end
end
function client.tick()
for p in Players() do
if GetPlayerTool(p) == "lasergun" then
if InputPressed("usetool", p) then
-- Spawn client side particles, play sound, etc.
end
end
end
end
SetToolAmmoPickupAmount(toolId, ammo)
Arguments
toolId (string) – Tool ID
ammo (number) – The default ammo pickup amount
Return value
none
Sets the default amount of ammo granted when picking up an ammo crate associated with a specific tool. This is useful if your mod provides custom crates or ammo pickups for tools.
function server.init()
RegisterTool("lasergun", "Laser Gun", "MOD/vox/lasergun.vox", 6)
SetToolAmmoPickupAmount("lasergun", 30)
end
ammo = GetToolAmmoPickupAmount(toolId)
Arguments
toolId (string) – Tool ID
Return value
ammo (number) – The default ammo pickup amount
local ammo = GetToolAmmoPickupAmount("gun")
handle = GetToolBody([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
handle (number) – Handle to currently visible tool body or zero if none
Return body handle of the visible tool. You can use this to retrieve tool shapes and animate them, change emissiveness, etc. Do not attempt to set the tool body transform, since it is controlled by the engine. Use SetToolTranform for that.
function client.tick()
local toolBody = GetToolBody()
if toolBody~=0 then
DebugPrint("Tool body: " .. toolBody)
end
end
right, left = GetToolHandPoseLocalTransform([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
right (TTransform) – Transform of right hand relative to the tool body origin, or nil if the right hand is not used
left (TTransform) – Transform of left hand, or nil if left hand is not used
local right, left = GetToolHandPoseLocalTransform()
right, left = GetToolHandPoseWorldTransform([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
right (TTransform) – Transform of right hand in world space, or nil if the right hand is not used
left (TTransform) – Transform of left hand, or nil if left hand is not used
local right, left = GetToolHandPoseWorldTransform()
SetToolHandPoseLocalTransform(right, left, [playerId])
Arguments
right (TTransform) – Transform of right hand relative to the tool body origin, or nil if right hand is not used
left (TTransform) – Transform of left hand, or nil if left hand is not used
playerId (number, optional) – Player ID. On client, zero means client player.
Return value
none
Use this function to position the character's hands on the currently equipped tool. This function must be called every frame from the tick function. In third-person view, failing to call this function can lead to different outcomes depending on how the tool is animated:
if GetBool("game.thirdperson") then
if aiming then
SetToolHandPoseLocalTransform(Transform(Vec(0.2,0.0,0.0), QuatAxisAngle(Vec(0,1,0), 90.0)), Transform(Vec(-0.1, 0.0, -0.4)))
else
SetToolHandPoseLocalTransform(Transform(Vec(0.2,0.0,0.0), QuatAxisAngle(Vec(0,1,0), 90.0)), nil)
end
end
location = GetToolLocationLocalTransform(name, [playerId])
Arguments
name (string) – Name of location
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
location (TTransform) – Transform of a tool location in tool space or nil if location is not found.
Return transform of a tool location in tool space. Locations can be defined using the tool prefab editor.
local right = GetToolLocationLocalTransform("righthand")
SetToolHandPoseLocalTransform(right, nil)
location = GetToolLocationWorldTransform(name, [playerId])
Arguments
name (string) – Name of location
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
location (TTransform) – Transform of a tool location in world space or nil if the location is not found or if there is no visible tool body.
Return transform of a tool location in world space. Locations can be defined using the tool prefab editor. A tool location is defined in tool space and to get the world space transform a tool body is required. If a tool body does not exist this function will return nil.
local muzzle = GetToolLocationWorldTransform("muzzle")
Shoot(muzzle, direction)
SetToolTransform(transform, [sway], [playerId])
Arguments
transform (TTransform) – Tool body transform
sway (number, optional) – Tool sway amount. Default is 1.0
playerId (number, optional) – Player ID. On client, zero means client player.
Return value
none
Apply an additional transform on the visible tool body. This can be used to create tool animations. You need to set this every frame from the tick function. The optional sway parameter control the amount of tool swaying when walking. Set to zero to disable completely.
function client.tick() --Offset the tool half a meter to the right for the local player local offset = Transform(Vec(0.5, 0, 0)) SetToolTransform(offset) end
SetToolAllowedZoom(zoom, [zoom sensitivity])
Arguments
zoom (number) – Zoom factor
zoom sensitivity (number, optional) – Input sensitivity when zoomed in. Default is 1.0.
Return value
none
Set the allowed zoom for a registered tool. The zoom sensitivity will be factored with the user options for sensitivity.
function client.tick() -- allow our scoped tool to zoom by factor 4. SetToolAllowedZoom(4.0, 0.5) end
SetToolTransformOverride(transform, [playerId])
Arguments
transform (TTransform) – Tool body transform
playerId (number, optional) – Player ID. On client, zero means client player.
Return value
none
This function serves as an alternative to SetToolTransform, providing full control over tool animation by disabling all internal tool animations. When using this function, you must manually include pitch, sway, and crouch movements in the transform. To maintain this control, call the function every frame from the tick function.
function client.tick()
if GetBool("game.thirdperson") then
local toolTransform = Transform(Vec(0.3, -0.3, -0.2), Quat(0.0, 0.0, 15.0))
-- Rotate around point
local pivotPoint = Vec(-0.01, -0.2, 0.04)
toolTransform.pos = VecSub(toolTransform.pos, pivotPoint)
local rotation = Transform(Vec(), QuatAxisAngle(Vec(0,0,1), GetPlayerPitch()))
toolTransform = TransformToParentTransform(rotation, toolTransform)
toolTransform.pos = VecAdd(toolTransform.pos, pivotPoint)
SetToolTransformOverride(toolTransform)
else
local toolTransform = Transform(Vec(0.3, -0.3, -0.2), Quat(0.0, 0.0, 15.0))
SetToolTransform(toolTransform)
end
end
SetToolOffset(offset, [playerId])
Arguments
offset (TVec) – Tool body offset
playerId (number, optional) – Player ID. On client, zero means client player.
Return value
none
Apply an additional offset on the visible tool body. This can be used to tweak tool placement for different characters. You need to set this every frame from the tick function.
function client.tick() --Offset the tool depending on character height local defaultEyeY = 1.7 local offsetY = characterHeight - defaultEyeY local offset = Vec(0, offsetY, 0) SetToolOffset(offset) end
SetToolAmmo(toolId, ammo, [playerId])
Arguments
toolId (string) – Tool ID
ammo (number) – Total ammo
playerId (number, optional) – Player ID. On server, zero means server (host) player.
Return value
none
SetToolAmmo("gun", 10, 1)
ammo = GetToolAmmo(toolId, [playerId])
Arguments
toolId (string) – Tool ID
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
ammo (number) – Total ammo for tool
local ammo = GetToolAmmo("gun", 1)
SetToolEnabled(toolId, enabled, [playerId])
Arguments
toolId (string) – Tool ID
enabled (bool) – Tool enabled
playerId (number, optional) – Player ID
Return value
none
SetToolEnabled("gun", false, playerId)
enabled = IsToolEnabled(toolId, [playerId])
Arguments
toolId (string) – Tool ID
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
enabled (bool) – Tool enabled for player
if IsToolEnabled("gun", 1) then
...
end
SetPlayerOrientation(orientation, [playerId])
Arguments
orientation (Quat) – Base orientation
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
Sets the base orientation when gravity is disabled with SetGravity. This will determine what direction is "up", "right" and "forward" as gravity is completely turned off.
function server.tick() SetGravity(Vec(0, 0, 0)) -- Turn players upside-down. for p in Players() do SetPlayerOrientation(QuatAxisAngle(Vec(1,0,0), 180), p) end end
GetPlayerOrientation([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
Gets the base orientation of the player. This can be used to retrieve the base orientation of the player when using a custom gravity vector.
function server.tick(dt) SetGravity(Vec(0, 0, 0)) for p in Players() do -- Spin the player if using zero gravity local base = QuatRotateQuat(GetPlayerOrientation(p), QuatAxisAngle(Vec(1,0,0), dt)) SetPlayerOrientation(base, p) end end
up = GetPlayerUp([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
up (TVec) – Up vector of the player
This function returns the up vector of the player, which is determined by the player's base orientation.
function client.tick()
local up = GetPlayerUp()
DebugPrint("Player up vector: " .. up)
end
SetPlayerRig(rig, [playerId])
Arguments
rig (number) – Rig handle
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
local rig = FindRig("myrig")
SetPlayerRig(rig)
rig = GetPlayerRig([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
rig (number) – Rig handle
local rig = GetPlayerRig(rigid)
transform = GetPlayerRigWorldTransform([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
transform (TTransform) – World transform, nil if player doesnt have a rig
local t = GetPlayerRigWorldTransform()
ClearPlayerRig(rig-id, [playerId])
Arguments
rig-id (number) – Unique rig-id, -1 means all rigs
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
ClearPlayerRig(someId)
SetPlayerRigLocationLocalTransform(rig-id, name, location, [playerId])
Arguments
rig-id (number) – Unique id
name (string) – Name of location
location (table) – Rig Local transform of the location
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
local someBody = FindBody("bodyname")
SetPlayerRigLocationLocalTransform(someBody, "ik_foot_l", TransformToLocalTransform(GetBodyTransform(someBody), GetLocationTransform(FindLocation("ik_foot_l"))))
SetPlayerRigTransform(rig-id, location, [playerId])
Arguments
rig-id (number) – Unique id
location (table) – New world transform
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
This will both update the rig identified by the 'id' and make it active
local someBody = FindBody("bodyname")
SetPlayerRigTransform(someBody, GetBodyTransform(someBody))
location = GetPlayerRigLocationWorldTransform(name, [playerId])
Arguments
name (string) – Name of location
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
location (table) – Transform of a location in world space
local t = GetPlayerRigLocationWorldTransform("ik_hand_l")
SetPlayerRigTags(rig-id, tag, [playerId])
Arguments
rig-id (number) – Unique id
tag (string) – Tag
playerId (number, optional) – Player ID. On client, zero means client player.
Return value
none
exists = GetPlayerRigHasTag(tag, [playerId])
Arguments
tag (string) – Tag name
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
exists (boolean) – Returns true if entity has tag
value = GetPlayerRigTagValue(tag, [playerId])
Arguments
tag (string) – Tag name
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
value (string) – Returns the tag value, if any. Empty string otherwise.
inuse, r, g, b = GetPlayerColor([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
inuse (boolean) – If color is used or not
r (number) – Red channel value
g (number) – Green channel value
b (number) – Blue channel value
function client.tick()
local inuse, r, g, b = GetPlayerColor()
if inuse then
DebugPrint("Player color: " .. r .. ", " .. g .. ", " .. b)
else
DebugPrint("Player color is not set")
end
end
SetPlayerColor(r, g, b, [playerId])
Arguments
r (number) – Red value
g (number) – Green value
b (number) – Blue value
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
end
function client.tick()
local r, g, b = 1.0, 0.5, 0.2
SetPlayerColor(r, g, b)
DebugPrint("Set player color to: " .. r .. ", " .. g .. ", " .. b)
end
ApplyPlayerDamage(targetPlayerId, damage, [cause], [instigatingPlayerId])
Arguments
targetPlayerId (number) – Target player ID
damage (number) – Damage to apply to target player
cause (string, optional) – The cause of damage
instigatingPlayerId (number, optional) – Instigating player ID.
Return value
none
Apply damage to a player. Instigating player ID could be used to correctly attribute the "score" to a player.
function server.tick(dt)
for player in Players() do
if isOnFire(player) then
-- Apply 20% of dt as damage to the player
ApplyPlayerDamage(player, 0.2 * dt, "fire")
end
end
-- or
for player in Players() do
if InputIsPressed("usetool", player) then
for target in Players() do
if target ~= player and isInRange(player, target) then
-- Apply 50% damage to the target player
ApplyPlayerDamage(target, 0.5, "tool", player)
end
end
end
end
end
DisablePlayerInput(player)
Arguments
player (playerIndex) – Player to disable input for
Return value
none
Disable input for a player. Should be called from tick.
-- Disable player 2 input as she/he is interacting with something. DisablePlayerInput(2)
DisablePlayer(playerId)
Arguments
playerId (number) – Player to disable
Return value
none
Disables the player from any interaction, physics and rendering.
function updateFinalScoreboard() for i=1,#hiddenPlayers do DisablePlayer(hiddenPlayers[i]) end end
IsPlayerDisabled(playerId)
Arguments
playerId (number) – Check if player is disabled
Return value
none
Check if player is actively disabled
--check if disabled playerDisabled = IsPlayerDisabled(playerId)
DisablePlayerDamage(playerId)
Arguments
playerId (number) – Player for which damage should be disabled
Return value
none
Disables the player from any incoming damage, such as explosions, gun shots, or drowning.
function server.tick() for i=1,#invulnerablePlayers do DisablePlayerDamage(invulnerablePlayers[i]) end end
handle = LoadSound(path, [nominalDistance])
Arguments
path (string) – Path to ogg sound file
nominalDistance (number, optional) – The distance in meters this sound is recorded at. Affects attenuation, default is 10.0
Return value
handle (number) – Sound handle
function client.init()
local snd = LoadSound("warning-beep.ogg")
end
UnloadSound(handle)
Arguments
handle (number) – Sound handle
Return value
none
function client.init()
local snd = LoadSound("warning-beep.ogg")
UnloadSound(snd)
end
handle = LoadLoop(path, [nominalDistance])
Arguments
path (string) – Path to ogg sound file
nominalDistance (number, optional) – The distance in meters this sound is recorded at. Affects attenuation, default is 10.0
Return value
handle (number) – Loop handle
local loop
function client.init()
loop = LoadLoop("radio/jazz.ogg")
end
function client.tick()
local pos = Vec(0, 0, 0)
PlayLoop(loop, pos, 1.0)
end
UnloadLoop(handle)
Arguments
handle (number) – Loop handle
Return value
none
local loop = -1
function client.init()
loop = LoadLoop("radio/jazz.ogg")
end
function client.tick()
if loop ~= -1 then
local pos = Vec(0, 0, 0)
PlayLoop(loop, pos, 1.0)
end
if InputPressed("space") then
UnloadLoop(loop)
loop = -1
end
end
flag = SetSoundLoopUser(handle, nominalDistance)
Arguments
handle (number) – Loop handle
nominalDistance (number) – User index
Return value
flag (boolean) – TRUE if sound applied to gamepad speaker, FALSE otherwise.
function client.init()
local loop = LoadLoop("radio/jazz.ogg")
SetSoundLoopUser(loop, 0)
end
--This function will move (if possible) sound to gamepad of appropriate user
handle = PlaySound(handle, [pos], [volume], [registerVolume], [pitch])
Arguments
handle (number) – Sound handle
pos (TVec, optional) – World position as vector. Default is player position.
volume (number, optional) – Playback volume. Default is 1.0
registerVolume (boolean, optional) – Register position and volume of this sound for GetLastSound. Default is true
pitch (number, optional) – Playback pitch. Default 1.0
Return value
handle (number) – Sound play handle
local snd
function client.init()
snd = LoadSound("warning-beep.ogg")
end
function client.tick()
if InputPressed("interact") then
local pos = Vec(0, 0, 0)
PlaySound(snd, pos, 0.5)
end
end
-- If you have a list of sound files and you add a sequence number, starting from zero, at the end of each filename like below,
-- then each time you call PlaySound it will pick a random sound from that list and play that sound.
-- "example-sound0.ogg"
-- "example-sound1.ogg"
-- "example-sound2.ogg"
-- "example-sound3.ogg"
-- ...
--[[
local snd
function client.init()
snd = LoadSound("example-sound0.ogg")
end
-- Plays a random sound from the loaded sound series
function client.tick()
if trigSound then
local pos = Vec(100, 0, 0)
PlaySound(snd, pos, 0.5)
end
end
]]
handle = PlaySoundForUser(handle, user, [pos], [volume], [registerVolume], [pitch])
Arguments
handle (number) – Sound handle
user (number) – Index of user to play.
pos (TVec, optional) – World position as vector. Default is player position.
volume (number, optional) – Playback volume. Default is 1.0
registerVolume (boolean, optional) – Register position and volume of this sound for GetLastSound. Default is true
pitch (number, optional) – Playback pitch. Default 1.0
Return value
handle (number) – Sound play handle
local snd
function client.init()
snd = LoadSound("warning-beep.ogg")
end
function client.tick()
if InputPressed("interact") then
PlaySoundForUser(snd, 0)
end
end
-- If you have a list of sound files and you add a sequence number, starting from zero, at the end of each filename like below,
-- then each time you call PlaySoundForUser it will pick a random sound from that list and play that sound.
-- "example-sound0.ogg"
-- "example-sound1.ogg"
-- "example-sound2.ogg"
-- "example-sound3.ogg"
-- ...
--[[
local snd
function client.init()
snd = LoadSound("example-sound0.ogg")
end
-- Plays a random sound from the loaded sound series
function client.tick()
if trigSound then
local pos = Vec(100, 0, 0)
PlaySoundForUser(snd, 0, pos, 0.5)
end
end
]]
StopSound(handle)
Arguments
handle (number) – Sound play handle
Return value
none
local snd
function client.init()
snd = LoadSound("radio/jazz.ogg")
end
local sndPlay
function client.tick()
if InputPressed("interact") then
if not IsSoundPlaying(sndPlay) then
local pos = Vec(0, 0, 0)
sndPlay = PlaySound(snd, pos, 0.5)
else
StopSound(sndPlay)
end
end
end
playing = IsSoundPlaying(handle)
Arguments
handle (number) – Sound play handle
Return value
playing (boolean) – True if sound is playing, false otherwise.
local snd
function client.init()
snd = LoadSound("radio/jazz.ogg")
end
local sndPlay
function client.tick()
if InputPressed("interact") then
if not IsSoundPlaying(sndPlay) then
local pos = Vec(0, 0, 0)
sndPlay = PlaySound(snd, pos, 0.5)
else
StopSound(sndPlay)
end
end
end
progress = GetSoundProgress(handle)
Arguments
handle (number) – Sound play handle
Return value
progress (number) – Current sound progress in seconds.
local snd
function client.init()
snd = LoadSound("radio/jazz.ogg")
end
local sndPlay
function client.tick()
if InputPressed("interact") then
if not IsSoundPlaying(sndPlay) then
local pos = Vec(0, 0, 0)
sndPlay = PlaySound(snd, pos, 0.5)
else
SetSoundProgress(sndPlay, GetSoundProgress(sndPlay) - 1.0)
end
end
end
SetSoundProgress(handle, progress)
Arguments
handle (number) – Sound play handle
progress (number) – Progress in seconds
Return value
none
local snd
function client.init()
snd = LoadSound("radio/jazz.ogg")
end
local sndPlay
function client.tick()
if InputPressed("interact") then
if not IsSoundPlaying(sndPlay) then
local pos = Vec(0, 0, 0)
sndPlay = PlaySound(snd, pos, 0.5)
else
SetSoundProgress(sndPlay, GetSoundProgress(sndPlay) - 1.0)
end
end
end
PlayLoop(handle, [pos], [volume], [registerVolume], [pitch])
Arguments
handle (number) – Loop handle
pos (TVec, optional) – World position as vector. Default is player position.
volume (number, optional) – Playback volume. Default is 1.0
registerVolume (boolean, optional) – Register position and volume of this sound for GetLastSound. Default is true
pitch (number, optional) – Playback pitch. Default 1.0
Return value
none
Call this function continuously to play loop
local loop
function client.init()
loop = LoadLoop("radio/jazz.ogg")
end
function client.tick()
local pos = Vec(0, 0, 0)
PlayLoop(loop, pos, 1.0)
end
progress = GetSoundLoopProgress(handle)
Arguments
handle (number) – Loop handle
Return value
progress (number) – Current music progress in seconds.
function client.init()
loop = LoadLoop("radio/jazz.ogg")
end
function client.tick()
local pos = Vec(0, 0, 0)
PlayLoop(loop, pos, 1.0)
if InputPressed("interact") then
SetSoundLoopProgress(loop, GetSoundLoopProgress(loop) - 1.0)
end
end
SetSoundLoopProgress(handle, [progress])
Arguments
handle (number) – Loop handle
progress (number, optional) – Progress in seconds. Default 0.0.
Return value
none
function client.init()
loop = LoadLoop("radio/jazz.ogg")
end
function client.tick()
local pos = Vec(0, 0, 0)
PlayLoop(loop, pos, 1.0)
if InputPressed("interact") then
SetSoundLoopProgress(loop, GetSoundLoopProgress(loop) - 1.0)
end
end
PlayMusic(path)
Arguments
path (string) – Music path
Return value
none
function client.init()
PlayMusic("about.ogg")
end
StopMusic()
Arguments
none
Return value
none
function client.init()
PlayMusic("about.ogg")
end
function client.tick()
if InputDown("interact") then
StopMusic()
end
end
playing = IsMusicPlaying()
Arguments
none
Return value
playing (boolean) – True if music is playing, false otherwise.
function client.init()
PlayMusic("about.ogg")
end
function client.tick()
if InputPressed("interact") and IsMusicPlaying() then
DebugPrint("music is playing")
end
end
SetMusicPaused(paused)
Arguments
paused (boolean) – True to pause, false to resume.
Return value
none
function client.init()
PlayMusic("about.ogg")
end
function client.tick()
if InputPressed("interact") then
SetMusicPaused(IsMusicPlaying())
end
end
progress = GetMusicProgress()
Arguments
none
Return value
progress (number) – Current music progress in seconds.
function client.init()
PlayMusic("about.ogg")
end
function client.tick()
if InputPressed("interact") then
DebugPrint(GetMusicProgress())
end
end
SetMusicProgress([progress])
Arguments
progress (number, optional) – Progress in seconds. Default 0.0.
Return value
none
function client.init()
PlayMusic("about.ogg")
end
function client.tick()
if InputPressed("interact") then
SetMusicProgress(GetMusicProgress() - 1.0)
end
end
SetMusicVolume(volume)
Arguments
volume (number) – Music volume.
Return value
none
Override current music volume for this frame. Call continuously to keep overriding.
function client.init()
PlayMusic("about.ogg")
end
function client.tick()
if InputDown("interact") then
SetMusicVolume(0.3)
end
end
SetMusicLowPass(wet)
Arguments
wet (number) – Music low pass filter 0.0 - 1.0.
Return value
none
Override current music low pass filter for this frame. Call continuously to keep overriding.
function client.init()
PlayMusic("about.ogg")
end
function client.tick()
if InputDown("interact") then
SetMusicLowPass(0.6)
end
end
handle = LoadSprite(path)
Arguments
path (string) – Path to sprite. Must be PNG or JPG format.
Return value
handle (number) – Sprite handle
function client.init()
arrow = LoadSprite("gfx/arrowdown.png")
end
DrawSprite(handle, transform, width, height, [r], [g], [b], [a], [depthTest], [additive], [fogAffected])
Arguments
handle (number) – Sprite handle
transform (TTransform) – Transform
width (number) – Width in meters
height (number) – Height in meters
r (number, optional) – Red color. Default 1.0.
g (number, optional) – Green color. Default 1.0.
b (number, optional) – Blue color. Default 1.0.
a (number, optional) – Alpha. Default 1.0.
depthTest (boolean, optional) – Depth test enabled. Default false.
additive (boolean, optional) – Additive blending enabled. Default false.
fogAffected (boolean, optional) – Enable distance fog effect. Default false.
Return value
none
Draw sprite in world at next frame. Call this function from the tick callback.
function client.init()
arrow = LoadSprite("gfx/arrowdown.png")
end
function client.tick()
--Draw sprite using transform
--Size is two meters in width and height
--Color is white, fully opaue
local t = Transform(Vec(0, 10, 0), QuatEuler(0, GetTime(), 0))
DrawSprite(arrow, t, 2, 2, 1, 1, 1, 1)
end
QueryRequire(layers)
Arguments
layers (string) – Space separate list of layers
Return value
none
Set required layers for next query. Available layers are:
| Layer | Description |
| physical | have a physical representation |
| dynamic | part of a dynamic body |
| static | part of a static body |
| large | above debris threshold |
| small | below debris threshold |
| visible | only hit visible shapes |
| animator | part of an animator hierarchy |
| player | part of an player animator hierarchy |
| tool | part of a tool |
--Raycast dynamic, physical objects above debris threshold, but not specific vehicle
function client.tick()
local vehicle = FindVehicle("vehicle")
QueryRequire("physical dynamic large")
QueryRejectVehicle(vehicle)
local hit, dist = QueryRaycast(Vec(0, 0, 0), Vec(1, 0, 0), 10)
if hit then
DebugPrint(dist)
end
end
QueryInclude(layers)
Arguments
layers (string) – Space separate list of layers
Return value
none
Set included layers for next query. Queries include all layers except tool and player per default. Available layers are:
| Layer | Description |
| physical | have a physical representation |
| dynamic | part of a dynamic body |
| static | part of a static body |
| large | above debris threshold |
| small | below debris threshold |
| visible | only hit visible shapes |
| animator | part of an animator hierarchy |
| player | part of an player |
| tool | part of a tool |
--Raycast all the default layers and include the player layer.
function client.tick()
QueryInclude("player")
local hit, dist = QueryRaycast(Vec(0, 0, 0), Vec(1, 0, 0), 10)
if hit then
DebugPrint(dist)
end
end
QueryCollisionMask(mask)
Arguments
mask (number) – Mask bits (0-255)
Return value
none
Set collision mask filter for the next query. Queries have a mask of 255 by default
--Find the closest point on any shape (within 2 meters) to the player eye that the player can collide with.
function client.tick()
QueryRequire("physical")
QueryCollisionMask(GetPlayerParam("CollisionMask"))
local hit, hitpos = QueryClosestPoint(GetPlayerEyeTransform().pos, 2)
if hit then
DebugCross(hitpos)
end
end
QueryRejectAnimator(handle)
Arguments
handle (number) – Animator handle
Return value
none
Exclude animator from the next query
QueryRejectVehicle(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
none
Exclude vehicle from the next query
function client.tick()
local vehicle = FindVehicle("vehicle")
QueryRequire("physical dynamic large")
--Do not include vehicle in next raycast
QueryRejectVehicle(vehicle)
local hit, dist = QueryRaycast(Vec(0, 0, 0), Vec(1, 0, 0), 10)
if hit then
DebugPrint(dist)
end
end
QueryRejectBody(body)
Arguments
body (number) – Body handle
Return value
none
Exclude body from the next query
function client.tick()
local body = FindBody("body")
QueryRequire("physical dynamic large")
--Do not include body in next raycast
QueryRejectBody(body)
local hit, dist = QueryRaycast(Vec(0, 0, 0), Vec(1, 0, 0), 10)
if hit then
DebugPrint(dist)
end
end
QueryRejectBodies(bodies)
Arguments
bodies (table) – Array with bodies handles
Return value
none
Exclude bodies from the next query
function client.tick()
local body = FindBody("body")
QueryRequire("physical dynamic large")
local bodies = {body}
--Do not include body in next raycast
QueryRejectBodies(bodies)
local hit, dist = QueryRaycast(Vec(0, 0, 0), Vec(1, 0, 0), 10)
if hit then
DebugPrint(dist)
end
end
QueryRejectShape(shape)
Arguments
shape (number) – Shape handle
Return value
none
Exclude shape from the next query
function client.tick()
local shape = FindShape("shape")
QueryRequire("physical dynamic large")
--Do not include shape in next raycast
QueryRejectShape(shape)
local hit, dist = QueryRaycast(Vec(0, 0, 0), Vec(1, 0, 0), 10)
if hit then
DebugPrint(dist)
end
end
QueryRejectShapes(shapes)
Arguments
shapes (table) – Array with shapes handles
Return value
none
Exclude shapes from the next query
function client.tick()
local shape = FindShape("shape")
QueryRequire("physical dynamic large")
local shapes = {shape}
--Do not include shape in next raycast
QueryRejectShapes(shapes)
local hit, dist = QueryRaycast(Vec(0, 0, 0), Vec(1, 0, 0), 10)
if hit then
DebugPrint(dist)
end
end
QueryRejectPlayer([playerId])
Arguments
playerId (number, optional) – Player ID. On client, zero means client player. On server, zero means server (host) player.
Return value
none
Exclude player from the next query
--Do not include shape in next raycast QueryRejectPlayer(1) QueryRaycast(...)
hit, dist, normal, shape = QueryRaycast(origin, direction, maxDist, [radius], [rejectTransparent])
Arguments
origin (TVec) – Raycast origin as world space vector
direction (TVec) – Unit length raycast direction as world space vector
maxDist (number) – Raycast maximum distance. Keep this as low as possible for good performance.
radius (number, optional) – Raycast thickness. Default zero.
rejectTransparent (boolean, optional) – Raycast through transparent materials. Default false.
Return value
hit (boolean) – True if raycast hit something
dist (number) – Hit distance from origin
normal (TVec) – World space normal at hit point
shape (number) – Handle to hit shape
This will perform a raycast or spherecast (if radius is more than zero) query. If you want to set up a filter for the query you need to do so before every call to this function.
function client.init()
local vehicle = FindVehicle("vehicle")
QueryRejectVehicle(vehicle)
--Raycast from a high point straight downwards, excluding a specific vehicle
local hit, d = QueryRaycast(Vec(0, 100, 0), Vec(0, -1, 0), 100)
if hit then
DebugPrint(d)
end
end
hit, dist, joint = QueryRaycastRope(origin, direction, maxDist, [radius])
Arguments
origin (TVec) – Raycast origin as world space vector
direction (TVec) – Unit length raycast direction as world space vector
maxDist (number) – Raycast maximum distance. Keep this as low as possible for good performance.
radius (number, optional) – Raycast thickness. Default zero.
Return value
hit (boolean) – True if raycast hit something
dist (number) – Hit distance from origin
joint (number) – Handle to hit joint of rope type
This will perform a raycast query that returns the handle of the joint of rope type when if collides with it. There are no filters for this type of raycast.
function client.tick()
local playerCameraTransform = GetPlayerCameraTransform()
local dir = TransformToParentVec(playerCameraTransform, Vec(0, 0, -1))
local hit, dist, joint = QueryRaycastRope(playerCameraTransform.pos, dir, 10)
if hit then
DebugWatch("distance", dist)
DebugWatch("joint", joint)
end
end
hit, dist, hitPos = QueryRaycastWater(origin, direction, maxDist)
Arguments
origin (TVec) – Raycast origin as world space vector
direction (TVec) – Unit length raycast direction as world space vector
maxDist (number) – Raycast maximum distance. Keep this as low as possible for good performance.
Return value
hit (boolean) – True if raycast hit something
dist (number) – Hit distance from origin
hitPos (TVec) – Hit point as world space vector
This will perform a raycast query looking for water.
function client.init() --Raycast from a high point straight downwards, looking for water local hit, d = QueryRaycast(Vec(0, 100, 0), Vec(0, -1, 0), 100) if hit then DebugPrint(d) end end
didHit, dist, shape, playerId, playerDamageFactor, normal = QueryShot(origin, direction, maxDist, [radius], [playerId])
Arguments
origin (TVec) – Shot ray origin as world space vector
direction (TVec) – Unit length direction as world space vector
maxDist (number) – Shot maximum distance. Keep this as low as possible for good performance.
radius (number, optional) – Ray thickness. Default zero.
playerId (number, optional) – Instigating player, will be ignored during hit detection.
Return value
didHit (bool) – If it was a valid hit.
dist (number) – Distance along direction where the hit was registered.
shape (number) – Handle to hit shape, zero if it did not hit a shape
playerId (number) – PlayerId of hit player, zero if it did not hit a player
playerDamageFactor (number) – 1.0 for a hit on the torso, and less for a lower body hit. Applicable only if a player was hit. Use this to scale the damage.
normal (Vec) – Normal vector of the hit
Test to see if a projectile would hit a shape or a player. It will return either a valid shape ID, player ID or none.
-- Note: 'shape' and 'player' are IDs/handles (numbers), not object references.
function server.tick()
for p in Players() do
if InputPressed("usetool", p) then
local pos = GetPlayerEyeTransform(p).pos
local dir = TransformToParentVec(GetPlayerEyeTransform(p), Vec(0, 0, -1))
local hit, dist, shape, player, hitFactor, normal = QueryShot(pos, dir, 100, 0, p)
if hit then
if player then
DebugPrint("Hit player " .. GetPlayerName(player) .. " with damage factor " .. hitFactor)
ApplyPlayerDamage(player, 0.2 * hitFactor, "SuperGun", p)
elseif shape then
DebugPrint("Hit shape " .. shape .. " at distance " .. dist)
local body = GetShapeBody(shape)
local impPos = VecAdd(pos, VecScale(dir, dist))
local imp = Vec(100, 0, 0)
ApplyBodyImpulse(body, impPos, imp)
end
else
DebugPrint("No hit")
end
end
end
end
hit, point, normal, shape = QueryClosestPoint(origin, maxDist)
Arguments
origin (TVec) – World space point
maxDist (number) – Maximum distance. Keep this as low as possible for good performance.
Return value
hit (boolean) – True if a point was found
point (TVec) – World space closest point
normal (TVec) – World space normal at closest point
shape (number) – Handle to closest shape
This will query the closest point to all shapes in the world. If you want to set up a filter for the query you need to do so before every call to this function.
function client.tick()
local vehicle = FindVehicle("vehicle")
--Find closest point within 10 meters of {0, 5, 0}, excluding any point on myVehicle
QueryRejectVehicle(vehicle)
local hit, p, n, s = QueryClosestPoint(Vec(0, 5, 0), 10)
if hit then
DebugPrint(p)
end
end
list = QueryAabbShapes(min, max)
Arguments
min (TVec) – Aabb minimum point
max (TVec) – Aabb maximum point
Return value
list (table) – Indexed table with handles to all shapes in the aabb
Return all shapes within the provided world space, axis-aligned bounding box
function client.tick() local list = QueryAabbShapes(Vec(0, 0, 0), Vec(10, 10, 10)) for i=1, #list do local shape = list[i] DebugPrint(shape) end end
list = QueryAabbBodies(min, max)
Arguments
min (TVec) – Aabb minimum point
max (TVec) – Aabb maximum point
Return value
list (table) – Indexed table with handles to all bodies in the aabb
Return all bodies within the provided world space, axis-aligned bounding box
function client.tick() local list = QueryAabbBodies(Vec(0, 0, 0), Vec(10, 10, 10)) for i=1, #list do local body = list[i] DebugPrint(body) end end
QueryPath(start, end, [maxDist], [targetRadius], [type])
Arguments
start (TVec) – World space start point
end (TVec) – World space target point
maxDist (number, optional) – Maximum path length before giving up. Default is infinite.
targetRadius (number, optional) – Maximum allowed distance to target in meters. Default is 2.0
type (string, optional) – Type of path. Can be "low", "standart", "water", "flying". Default is "standart"
Return value
none
Initiate path planning query. The result will run asynchronously as long as GetPathState returns "busy". An ongoing path query can be aborted with AbortPath. The path planning query will use the currently set up query filter, just like the other query functions. Using the 'water' type allows you to build a path within the water. The 'flying' type builds a path in the entire three-dimensional space.
function client.init() QueryPath(Vec(-10, 0, 0), Vec(10, 0, 0)) end
id = CreatePathPlanner()
Arguments
none
Return value
id (number) – Path planner id
Creates a new path planner that can be used to calculate multiple paths in parallel. It is supposed to be used together with PathPlannerQuery. Returns created path planner id/handler. It is recommended to reuse previously created path planners, because they exist throughout the lifetime of the script.
local paths = {}
function server.init()
paths[1] = {
id = CreatePathPlanner(),
location = GetProperty(FindEntity("loc1", true), "transform").pos,
}
paths[2] = {
id = CreatePathPlanner(),
location = GetProperty(FindEntity("loc2", true), "transform").pos,
}
for i = 1, #paths do
PathPlannerQuery(paths[i].id, GetPlayerTransform().pos, paths[i].location)
end
end
DeletePathPlanner(id)
Arguments
id (number) – Path planner id
Return value
none
Deletes the path planner with the specified id which can be used to save some memory. Calling CreatePathPlanner again can initialize a new path planner with the id previously deleted.
local paths = {}
function server.init()
local id = CreatePathPlanner()
DeletePathPlanner(id)
-- now calling PathPlannerQuery for 'id' will result in an error
end
PathPlannerQuery(id, start, end, [maxDist], [targetRadius], [type])
Arguments
id (number) – Path planner id
start (TVec) – World space start point
end (TVec) – World space target point
maxDist (number, optional) – Maximum path length before giving up. Default is infinite.
targetRadius (number, optional) – Maximum allowed distance to target in meters. Default is 2.0
type (string, optional) – Type of path. Can be "low", "standart", "water", "flying". Default is "standart"
Return value
none
It works similarly to QueryPath but several paths can be built simultaneously within the same script. The QueryPath automatically creates a path planner with an index of 0 and only works with it.
local paths = {}
function server.init()
paths[1] = {
id = CreatePathPlanner(),
location = GetProperty(FindEntity("loc1", true), "transform").pos,
}
paths[2] = {
id = CreatePathPlanner(),
location = GetProperty(FindEntity("loc2", true), "transform").pos,
}
for i = 1, #paths do
PathPlannerQuery(paths[i].id, GetPlayerTransform().pos, paths[i].location)
end
end
AbortPath([id])
Arguments
id (number, optional) – Path planner id. Default value is 0.
Return value
none
Abort current path query, regardless of what state it is currently in. This is a way to save computing resources if the result of the current query is no longer of interest.
function server.init() QueryPath(Vec(-10, 0, 0), Vec(10, 0, 0)) AbortPath() end
state = GetPathState([id])
Arguments
id (number, optional) – Path planner id. Default value is 0.
Return value
state (string) – Current path planning state
Return the current state of the last path planning query.
| State | Description |
| idle | No recent query |
| busy | Busy computing. No path found yet. |
| fail | Failed to find path. You can still get the resulting path (even though it won't reach the target). |
| done | Path planning completed and a path was found. Get it with GetPathLength and GetPathPoint) |
function server.init()
QueryPath(Vec(-10, 0, 0), Vec(10, 0, 0))
end
function server.tick()
local s = GetPathState()
if s == "done" then
DebugPrint("done")
end
end
length = GetPathLength([id])
Arguments
id (number, optional) – Path planner id. Default value is 0.
Return value
length (number) – Length of last path planning result (in meters)
Return the path length of the most recently computed path query. Note that the result can often be retrieved even if the path query failed. If the target point couldn't be reached, the path endpoint will be the point closest to the target.
function server.init()
QueryPath(Vec(-10, 0, 0), Vec(10, 0, 0))
end
function server.tick()
local s = GetPathState()
if s == "done" then
DebugPrint("done " .. GetPathLength())
end
end
point = GetPathPoint(dist, [id])
Arguments
dist (number) – The distance along path. Should be between zero and result from GetPathLength()
id (number, optional) – Path planner id. Default value is 0.
Return value
point (TVec) – The path point dist meters along the path
Return a point along the path for the most recently computed path query. Note that the result can often be retrieved even if the path query failed. If the target point couldn't be reached, the path endpoint will be the point closest to the target.
function client.init() QueryPath(Vec(-10, 0, 0), Vec(10, 0, 0)) end function client.tick() local d = 0 local l = GetPathLength() while d < l do DebugCross(GetPathPoint(d)) d = d + 0.5 end end
volume, position = GetLastSound()
Arguments
none
Return value
volume (number) – Volume of loudest sound played last frame
position (TVec) – World position of loudest sound played last frame
function client.tick() local vol, pos = GetLastSound() if vol > 0 then DebugPrint(vol .. " " .. VecStr(pos)) end end
inWater, depth = IsPointInWater(point)
Arguments
point (TVec) – World point as vector
Return value
inWater (boolean) – True if point is in water
depth (number) – Depth of point into water, or zero if not in water
function client.tick()
local wet, d = IsPointInWater(Vec(10, 0, 0))
if wet then
DebugPrint("point" .. d .. " meters into water")
end
end
vel = GetWindVelocity(point)
Arguments
point (TVec) – World point as vector
Return value
vel (TVec) – Wind at provided position
Get the wind velocity at provided point. The wind will be determined by wind property of the environment, but it varies with position procedurally.
function client.tick() local v = GetWindVelocity(Vec(0, 10, 0)) DebugPrint(VecStr(v)) end
ParticleReset()
Arguments
none
Return value
none
Reset to default particle state, which is a plain, white particle of radius 0.5. Collision is enabled and it alpha animates from 1 to 0.
function client.init() ParticleReset() end
ParticleType(type)
Arguments
type (string) – Type of particle. Can be "smoke" or "plain".
Return value
none
Set type of particle
function client.init()
ParticleType("smoke")
end
ParticleTile(type)
Arguments
type (number) – Tile in the particle texture atlas (0-15)
Return value
none
function client.init() --Smoke particle ParticleTile(0) --Fire particle ParticleTile(5) end
ParticleColor(r0, g0, b0, [r1], [g1], [b1])
Arguments
r0 (number) – Red value
g0 (number) – Green value
b0 (number) – Blue value
r1 (number, optional) – Red value at end
g1 (number, optional) – Green value at end
b1 (number, optional) – Blue value at end
Return value
none
Set particle color to either constant (three arguments) or linear interpolation (six arguments)
function client.init() --Constant red ParticleColor(1,0,0) --Animating from yellow to red ParticleColor(1,1,0, 1,0,0) end
ParticleRadius(r0, [r1], [interpolation], [fadein], [fadeout])
Arguments
r0 (number) – Radius
r1 (number, optional) – End radius
interpolation (string, optional) – Interpolation method: linear, smooth, easein, easeout or constant. Default is linear.
fadein (number, optional) – Fade in between t=0 and t=fadein. Default is zero.
fadeout (number, optional) – Fade out between t=fadeout and t=1. Default is one.
Return value
none
Set the particle radius. Max radius for smoke particles is 1.0.
function client.init() --Constant radius 0.4 meters ParticleRadius(0.4) --Interpolate from small to large ParticleRadius(0.1, 0.7) end
ParticleAlpha(a0, [a1], [interpolation], [fadein], [fadeout])
Arguments
a0 (number) – Alpha (0.0 - 1.0)
a1 (number, optional) – End alpha (0.0 - 1.0)
interpolation (string, optional) – Interpolation method: linear, smooth, easein, easeout or constant. Default is linear.
fadein (number, optional) – Fade in between t=0 and t=fadein. Default is zero.
fadeout (number, optional) – Fade out between t=fadeout and t=1. Default is one.
Return value
none
Set the particle alpha (opacity).
function client.init() --Interpolate from opaque to transparent ParticleAlpha(1.0, 0.0) end
ParticleGravity(g0, [g1], [interpolation], [fadein], [fadeout])
Arguments
g0 (number) – Gravity
g1 (number, optional) – End gravity
interpolation (string, optional) – Interpolation method: linear, smooth, easein, easeout or constant. Default is linear.
fadein (number, optional) – Fade in between t=0 and t=fadein. Default is zero.
fadeout (number, optional) – Fade out between t=fadeout and t=1. Default is one.
Return value
none
Set particle gravity. It will be applied along the world Y axis. A negative value will move the particle downwards.
function client.init() --Move particles slowly upwards ParticleGravity(2) end
ParticleDrag(d0, [d1], [interpolation], [fadein], [fadeout])
Arguments
d0 (number) – Drag
d1 (number, optional) – End drag
interpolation (string, optional) – Interpolation method: linear, smooth, easein, easeout or constant. Default is linear.
fadein (number, optional) – Fade in between t=0 and t=fadein. Default is zero.
fadeout (number, optional) – Fade out between t=fadeout and t=1. Default is one.
Return value
none
Particle drag will slow down fast moving particles. It's implemented slightly different for smoke and plain particles. Drag must be positive, and usually look good between zero and one.
function client.init() --Slow down fast moving particles ParticleDrag(0.5) end
ParticleEmissive(d0, [d1], [interpolation], [fadein], [fadeout])
Arguments
d0 (number) – Emissive
d1 (number, optional) – End emissive
interpolation (string, optional) – Interpolation method: linear, smooth, easein, easeout or constant. Default is linear.
fadein (number, optional) – Fade in between t=0 and t=fadein. Default is zero.
fadeout (number, optional) – Fade out between t=fadeout and t=1. Default is one.
Return value
none
Draw particle as emissive (glow in the dark). This is useful for fire and embers.
function client.init() --Highly emissive at start, not emissive at end ParticleEmissive(5, 0) end
ParticleRotation(r0, [r1], [interpolation], [fadein], [fadeout])
Arguments
r0 (number) – Rotation speed in radians per second.
r1 (number, optional) – End rotation speed in radians per second.
interpolation (string, optional) – Interpolation method: linear, smooth, easein, easeout or constant. Default is linear.
fadein (number, optional) – Fade in between t=0 and t=fadein. Default is zero.
fadeout (number, optional) – Fade out between t=fadeout and t=1. Default is one.
Return value
none
Makes the particle rotate. Positive values is counter-clockwise rotation.
function client.init() --Rotate fast at start and slow at end ParticleRotation(10, 1) end
ParticleStretch(s0, [s1], [interpolation], [fadein], [fadeout])
Arguments
s0 (number) – Stretch
s1 (number, optional) – End stretch
interpolation (string, optional) – Interpolation method: linear, smooth, easein, easeout or constant. Default is linear.
fadein (number, optional) – Fade in between t=0 and t=fadein. Default is zero.
fadeout (number, optional) – Fade out between t=fadeout and t=1. Default is one.
Return value
none
Stretch particle along with velocity. 0.0 means no stretching. 1.0 stretches with the particle motion over one frame. Larger values stretches the particle even more.
function client.init() --Stretch particle along direction of motion ParticleStretch(1.0) end
ParticleSticky(s0, [s1], [interpolation], [fadein], [fadeout])
Arguments
s0 (number) – Sticky (0.0 - 1.0)
s1 (number, optional) – End sticky (0.0 - 1.0)
interpolation (string, optional) – Interpolation method: linear, smooth, easein, easeout or constant. Default is linear.
fadein (number, optional) – Fade in between t=0 and t=fadein. Default is zero.
fadeout (number, optional) – Fade out between t=fadeout and t=1. Default is one.
Return value
none
Make particle stick when in contact with objects. This can be used for friction.
function client.init() --Make particles stick to objects ParticleSticky(0.5) end
ParticleCollide(c0, [c1], [interpolation], [fadein], [fadeout])
Arguments
c0 (number) – Collide (0.0 - 1.0)
c1 (number, optional) – End collide (0.0 - 1.0)
interpolation (string, optional) – Interpolation method: linear, smooth, easein, easeout or constant. Default is linear.
fadein (number, optional) – Fade in between t=0 and t=fadein. Default is zero.
fadeout (number, optional) – Fade out between t=fadeout and t=1. Default is one.
Return value
none
Control particle collisions. A value of zero means that collisions are ignored. One means full collision. It is sometimes useful to animate this value from zero to one in order to not collide with objects around the emitter.
function client.init() --Disable collisions ParticleCollide(0) --Enable collisions over time ParticleCollide(0, 1) --Ramp up collisions very quickly, only skipping the first 5% of lifetime ParticleCollide(1, 1, "constant", 0.05) end
ParticleFlags(bitmask)
Arguments
bitmask (number) – Particle flags (bitmask 0-65535)
Return value
none
Set particle bitmask. The value 256 means fire extinguishing particles and is currently the only flag in use. There might be support for custom flags and queries in the future.
function client.tick() --Fire extinguishing particle ParticleFlags(256) SpawnParticle(Vec(0, 10, 0), -0.1, math.random() + 1) end
SpawnParticle(pos, velocity, lifetime)
Arguments
pos (TVec) – World space point as vector
velocity (TVec) – World space velocity as vector
lifetime (number) – Particle lifetime in seconds
Return value
none
Spawn particle using the previously set up particle state. You can call this multiple times using the same particle state, but with different position, velocity and lifetime. You can also modify individual properties in the particle state in between calls to to this function.
function client.tick()
ParticleReset()
ParticleType("smoke")
ParticleColor(0.7, 0.6, 0.5)
--Spawn particle at world origo with upwards velocity and a lifetime of ten seconds
SpawnParticle(Vec(0, 5, 0), Vec(0, 1, 0), 10.0)
end
entities = Spawn(xml, transform, [allowStatic], [jointExisting])
Arguments
xml (string) – File name or xml string
transform (TTransform) – Spawn transform
allowStatic (boolean, optional) – Allow spawning static shapes and bodies (default false)
jointExisting (boolean, optional) – Allow joints to connect to existing scene geometry (default false)
Return value
entities (table) – Indexed table with handles to all spawned entities
The first argument can be either a prefab XML file in your mod folder or a string with XML content. It is also possible to spawn prefabs from other mods, by using the mod id followed by colon, followed by the prefab path. Spawning prefabs from other mods should be used with causion since the referenced mod might not be installed.
function server.init()
Spawn("MOD/prefab/mycar.xml", Transform(Vec(0, 5, 0)))
Spawn("<voxbox size='10 10 10' prop='true' material='wood'/>", Transform(Vec(0, 10, 0)))
end
entities = SpawnLayer(xml, layer, transform, [allowStatic], [jointExisting])
Arguments
xml (string) – File name or xml string
layer (string) – Vox layer name
transform (TTransform) – Spawn transform
allowStatic (boolean, optional) – Allow spawning static shapes and bodies (default false)
jointExisting (boolean, optional) – Allow joints to connect to existing scene geometry (default false)
Return value
entities (table) – Indexed table with handles to all spawned entities
Same functionality as Spawn(), except using a specific layer in the vox-file
function server.init()
Spawn("MOD/prefab/mycar.xml", "some_vox_layer", Transform(Vec(0, 5, 0)))
Spawn("<voxbox size='10 10 10' prop='true' material='wood'/>", "some_vox_layer", Transform(Vec(0, 10, 0)))
end
entities = SpawnTool(id, transform, [allowStatic], [voxScale])
Arguments
id (string) – Tool ID
transform (TTransform) – Spawn transform
allowStatic (boolean, optional) – Allow spawning static shapes and bodies (default false)
voxScale (number, optional) – Applies a scale to voxels (default 1.0)
Return value
entities (table) – Indexed table with handles to all spawned entities
function server.init()
SpawnTool("sledge", Transform(Vec(0, 5, 0)))
end
AddMapMarker(id, tag, name, category, showLabelOnMap, info, pos, color, [infoImage], [dotIcon])
Arguments
id (number) – An id to identify the marker, typically player ID or body ID.
tag (string) – A tag to help distinguish markers.
name (string) – Name of the marker.
category (string) – Used to group markers together in map target list.
showLabelOnMap (bool) – name label will be shown on map if true
info (string) – Additional information about the marker, displayed when selected.
pos (Vec) – The world position of the marker.
color (Vec) – The color of the marker, as a Vec table (e.g. Vec(1, 0, 0) for red)
infoImage (string, optional) – Path to the image to be displayed in the info section.
dotIcon (string, optional) – Path to the image used to represent the marker on map.
Return value
none
Adds a marker on the map with the provided info.
function client.tick() AddMapMarker(1, "bonusTarget", "Bonus Target", "One of a kind", Vec(30, 40, 50), Vec(1,0,0), "MOD/gfx/bonus_info.png", "MOD/gfx/bonus_icon.png") end
id, tag = SelectedMapMarker()
Arguments
none
Return value
id (number) – id of map marker that was selected this tick.
tag (string) – the corresponding tag.
function client.tick()
AddMapMarker(1, "bonusTarget", "Bonus Target", "One of a kind", Vec(30, 40, 50), Vec(1,0,0), "MOD/gfx/bonus_info.png", "MOD/gfx/bonus_icon.png")
local id, tag = SelectedMapMarker()
if id == 1 and tag == "bonusTarget" then
DebugPrint("You selected the Bonus Target on the map!")
end
end
Shoot(origin, direction, [type], [strength], [maxDist], [playerId])
Arguments
origin (TVec) – Origin in world space as vector
direction (TVec) – Unit length direction as world space vector
type (string, optional) – Shot type, see description, default is "bullet"
strength (number, optional) – Strength scaling, default is 1.0
maxDist (number, optional) – Maximum distance, default is 100.0
playerId (number, optional) – Instigating player. Can be skipped for non-player shots (helicopters etc.)
Return value
none
Fire projectile. Type can be one of "bullet", "rocket", "gun" or "shotgun". For backwards compatilbility, type also accept a number, where 1 is same as "rocket" and anything else "bullet" Note that this function will only spawn the projectile, not make any sound.
function server.tick() Shoot(Vec(0, 10, 0), Vec(0, -1, 0), "shotgun") end
Paint(origin, radius, [type], [probability])
Arguments
origin (TVec) – Origin in world space as vector
radius (number) – Affected radius, in range 0.0 to 5.0
type (string, optional) – Paint type. Can be "explosion" or "spraycan". Default is spraycan.
probability (number, optional) – Dithering probability between zero and one, default is 1.0
Return value
none
Tint the color of objects within radius to either black or yellow.
function server.tick() Paint(Vec(0, 2, 0), 5.0, "spraycan") end
PaintRGBA(origin, radius, red, green, blue, [alpha], [probability])
Arguments
origin (TVec) – Origin in world space as vector
radius (number) – Affected radius, in range 0.0 to 5.0
red (number) – red color value, in range 0.0 to 1.0
green (number) – green color value, in range 0.0 to 1.0
blue (number) – blue color value, in range 0.0 to 1.0
alpha (number, optional) – alpha channel value, in range 0.0 to 1.0
probability (number, optional) – Dithering probability between zero and one, default is 1.0
Return value
none
Tint the color of objects within radius to custom RGBA color.
function server.tick() PaintRGBA(Vec(0, 5, 0), 5.5, 1.0, 0.0, 0.0) end
count = MakeHole(position, r0, [r1], [r2], [silent])
Arguments
position (TVec) – Hole center point
r0 (number) – Hole radius for soft materials
r1 (number, optional) – Hole radius for medium materials. May not be bigger than r0. Default zero.
r2 (number, optional) – Hole radius for hard materials. May not be bigger than r1. Default zero.
silent (boolean, optional) – Make hole without playing any break sounds.
Return value
count (number) – Number of voxels that was cut out. This will be zero if there were no changes to any shape.
Make a hole in the environment. Radius is given in meters. Soft materials: glass, foliage, dirt, wood, plaster and plastic. Medium materials: concrete, brick and weak metal. Hard materials: hard metal and hard masonry.
function server.init() MakeHole(Vec(0, 0, 0), 5.0, 1.0) end
Explosion(pos, size)
Arguments
pos (TVec) – Position in world space as vector
size (number) – Explosion size from 0.5 to 4.0
Return value
none
function server.init() Explosion(Vec(0, 5, 0), 1) end
SpawnFire(pos)
Arguments
pos (TVec) – Position in world space as vector
Return value
none
function server.tick() SpawnFire(Vec(0, 2, 0)) end
count = GetFireCount()
Arguments
none
Return value
count (number) – Number of active fires in level
function client.tick()
local c = GetFireCount()
DebugPrint("Fire count " .. c)
end
hit, pos = QueryClosestFire(origin, maxDist)
Arguments
origin (TVec) – World space position as vector
maxDist (number) – Maximum search distance
Return value
hit (boolean) – A fire was found within search distance
pos (TVec) – Position of closest fire
function client.tick() local hit, pos = QueryClosestFire(GetPlayerTransform().pos, 5.0) if hit then --There is a fire within 5 meters to the player. Mark it with a debug cross. DebugCross(pos) end end
count = QueryAabbFireCount(min, max)
Arguments
min (TVec) – Aabb minimum point
max (TVec) – Aabb maximum point
Return value
count (number) – Number of active fires in bounding box
function client.tick() local count = QueryAabbFireCount(Vec(0,0,0), Vec(10,10,10)) DebugPrint(count) end
count = RemoveAabbFires(min, max)
Arguments
min (TVec) – Aabb minimum point
max (TVec) – Aabb maximum point
Return value
count (number) – Number of fires removed
function server.tick() local removedCount= RemoveAabbFires(Vec(0,0,0), Vec(10,10,10)) DebugPrint(removedCount) end
transform = GetCameraTransform()
Arguments
none
Return value
transform (TTransform) – Current camera transform
function client.tick() local t = GetCameraTransform() DebugPrint(TransformStr(t)) end
SetCameraTransform(transform, [fov])
Arguments
transform (TTransform) – Desired camera transform
fov (number, optional) – Optional horizontal field of view in degrees (default: 90)
Return value
none
Override current camera transform for this frame. Call continuously to keep overriding. When transform of some shape or body used to calculate camera transform, consider use of AttachCameraTo, because you might be using transform from previous physics update (that was on previous frame or even earlier depending on fps and timescale).
function client.tick() SetCameraTransform(Transform(Vec(0, 10, 0), QuatEuler(0, 90, 0))) end
RequestFirstPerson(transition)
Arguments
transition (boolean) – Use transition
Return value
none
Use this function to switch to first-person view, overriding the player's selected third-person view. This is particularly useful for scenarios like looking through a camera viewfinder or a rifle scope. Call the function continuously to maintain the override.
function client.tick()
if useViewFinder then
RequestFirstPerson(true)
end
end
function client.draw()
if useViewFinder and !GetBool("game.thirdperson") then
-- Draw view finder overlay
end
end
RequestThirdPerson(transition)
Arguments
transition (boolean) – Use transition
Return value
none
Use this function to switch to third-person view, overriding the player's selected first-person view. Call the function continuously to maintain the override.
function client.tick() if useThirdPerson then RequestThirdPerson(true) end end
SetCameraOffsetTransform(transform, [stackable])
Arguments
transform (TTransform) – Desired camera offset transform
stackable (boolean, optional) – True if camera offset should summ up with multiple calls per tick
Return value
none
Call this function continously to apply a camera offset. Can be used for camera effects such as shake and wobble.
function client.tick() local tPosX = Transform(Vec(math.sin(GetTime()*3.0) * 0.2, 0, 0)) local tPosY = Transform(Vec(0, math.cos(GetTime()*3.0) * 0.2, 0), QuatAxisAngle(Vec(0, 0, 0))) SetCameraOffsetTransform(tPosX, true) SetCameraOffsetTransform(tPosY, true) end
AttachCameraTo(handle, [ignoreRotation])
Arguments
handle (number) – Body or shape handle
ignoreRotation (boolean, optional) – True to ignore rotation and use position only, false to use full transform
Return value
none
Attach current camera transform for this frame to body or shape. Call continuously to keep overriding. In tick function we have coordinates of bodies and shapes that are not yet updated by physics, that's why camera can not be in sync with it using SetCameraTransform, instead use this function and SetCameraOffsetTransform to place camera around any body or shape without lag.
function client.tick() local vehicle = GetPlayerVehicle() if vehicle ~= 0 then AttachCameraTo(GetVehicleBody(vehicle)) SetCameraOffsetTransform(Transform(Vec(1, 2, 3))) end end
SetPivotClipBody(bodyHandle, mainShapeIdx)
Arguments
bodyHandle (number) – Handle of a body, shapes of which should be
mainShapeIdx (number) – Optional index of a shape among the given
Return value
none
treated as pivots when clipping body's shapes which is used to calculate clipping parameters (default: -1) Enforce camera clipping for this frame and mark the given body as a pivot for clipping. Call continuously to keep overriding.
local body_1 = 0
local body_2 = 0
function client.init()
body_1 = FindBody("body_1")
body_2 = FindBody("body_2")
end
function client.tick()
SetPivotClipBody(body_1, 0) -- this overload should be called once and
-- only once per frame to take effect
SetPivotClipBody(body_2)
end
ShakeCamera(strength)
Arguments
strength (number) – Normalized strength of shaking
Return value
none
Shakes the player camera
function client.tick() ShakeCamera(0.5) end
SetCameraFov(degrees)
Arguments
degrees (number) – Horizontal field of view in degrees (10-170)
Return value
none
Override field of view for the next frame for all camera modes, except when explicitly set in SetCameraTransform
function client.tick() SetCameraFov(60) end
SetCameraDof(distance, [amount])
Arguments
distance (number) – Depth of field distance
amount (number, optional) – Optional amount of blur (default 1.0)
Return value
none
Override depth of field for the next frame for all camera modes. Depth of field will be used even if turned off in options.
function client.tick() --Set depth of field to 10 meters SetCameraDof(10) end
SetLowHealthBlurThreshold(health)
Arguments
health (number) – health value where anything lower results in blurred vision
Return value
none
Must be called every frame that one would like to alter this effect. Client-side only
function client.tick() -- Don't show the blurry vision until the player's health drops below 0.4 SetLowHealthBlurThreshold(0.4) end
PointLight(pos, r, g, b, [intensity])
Arguments
pos (TVec) – World space light position
r (number) – Red
g (number) – Green
b (number) – Blue
intensity (number, optional) – Intensity. Default is 1.0.
Return value
none
Add a temporary point light to the world for this frame. Call continuously for a steady light.
function client.tick() --Pulsating, yellow light above world origo local intensity = 3 + math.sin(GetTime()) PointLight(Vec(0, 5, 0), 1, 1, 0, intensity) end
SetTimeScale(scale)
Arguments
scale (number) – Time scale 0.0 to 2.0
Return value
none
Experimental. Scale time in order to make a slow-motion or acceleration effect. Audio will also be affected. (v1.4 and below: this function will affect physics behavior and is not intended for gameplay purposes.) Starting from v1.5 this function does not affect physics behavior and rely on rendering interpolation. Scaling time up may decrease performance, and is not recommended for gameplay purposes. Calling this function will change time scale for the next frame only. Call every frame from tick function to get steady slow-motion.
function server.tick()
--Slow down time when holding down a key
if InputDown('t', hostPlayerId) then
SetTimeScale(0.2)
end
end
SetEnvironmentDefault()
Arguments
none
Return value
none
Reset the environment properties to default. This is often useful before setting up a custom environment.
function server.init() SetEnvironmentDefault() end
SetEnvironmentProperty(name, value0, [value1], [value2], [value3])
Arguments
name (string) – Property name
value0 (any) – Property value (type depends on property)
value1 (any, optional) – Extra property value (only some properties)
value2 (any, optional) – Extra property value (only some properties)
value3 (any, optional) – Extra property value (only some properties)
Return value
none
This function is used for manipulating the environment properties. The available properties are exactly the same as in the editor, except for "snowonground" which is not currently supported.
function server.init()
SetEnvironmentDefault()
SetEnvironmentProperty("skybox", "cloudy.dds")
SetEnvironmentProperty("rain", 0.7)
SetEnvironmentProperty("fogcolor", 0.5, 0.5, 0.8)
SetEnvironmentProperty("nightlight", false)
end
value0, value1, value2, value3, value4 = GetEnvironmentProperty(name)
Arguments
name (string) – Property name
Return value
value0 (any) – Property value (type depends on property)
value1 (any) – Property value (only some properties)
value2 (any) – Property value (only some properties)
value3 (any) – Property value (only some properties)
value4 (any) – Property value (only some properties)
This function is used for querying the current environment properties. The available properties are exactly the same as in the editor.
function client.init()
local skyboxPath = GetEnvironmentProperty("skybox")
local rainValue = GetEnvironmentProperty("rain")
local r,g,b = GetEnvironmentProperty("fogcolor")
local enabled = GetEnvironmentProperty("nightlight")
DebugPrint(skyboxPath)
DebugPrint(rainValue)
DebugPrint(r .. " " .. g .. " " .. b)
DebugPrint(enabled)
end
SetPostProcessingDefault()
Arguments
none
Return value
none
Reset the post processing properties to default.
function client.tick()
SetPostProcessingProperty("saturation", 0.4)
SetPostProcessingProperty("colorbalance", 1.3, 1.0, 0.7)
SetPostProcessingDefault()
end
SetPostProcessingProperty(name, value0, [value1], [value2])
Arguments
name (string) – Property name
value0 (number) – Property value
value1 (number, optional) – Extra property value (only some properties)
value2 (number, optional) – Extra property value (only some properties)
Return value
none
This function is used for manipulating the post processing properties. The available properties are exactly the same as in the editor.
--Sepia post processing
function client.tick()
SetPostProcessingProperty("saturation", 0.4)
SetPostProcessingProperty("colorbalance", 1.3, 1.0, 0.7)
end
value0, value1, value2 = GetPostProcessingProperty(name)
Arguments
name (string) – Property name
Return value
value0 (number) – Property value
value1 (number) – Property value (only some properties)
value2 (number) – Property value (only some properties)
This function is used for querying the current post processing properties. The available properties are exactly the same as in the editor.
function client.tick()
SetPostProcessingProperty("saturation", 0.4)
SetPostProcessingProperty("colorbalance", 1.3, 1.0, 0.7)
local saturation = GetPostProcessingProperty("saturation")
local r,g,b = GetPostProcessingProperty("colorbalance")
DebugPrint("saturation " .. saturation)
DebugPrint("colorbalance " .. r .. " " .. g .. " " .. b)
end
DrawLine(p0, p1, [r], [g], [b], [a])
Arguments
p0 (TVec) – World space point as vector
p1 (TVec) – World space point as vector
r (number, optional) – Red
g (number, optional) – Green
b (number, optional) – Blue
a (number, optional) – Alpha
Return value
none
Draw a 3D line. In contrast to DebugLine, it will not show behind objects. Default color is white.
function server.tick() --Draw white debug line DrawLine(Vec(0, 0, 0), Vec(-10, 5, -10)) --Draw red debug line DrawLine(Vec(0, 0, 0), Vec(10, 5, 10), 1, 0, 0) end -- Or function client.tick() --Draw white debug line DrawLine(Vec(0, 0, 0), Vec(-10, 5, -10)) --Draw red debug line DrawLine(Vec(0, 0, 0), Vec(10, 5, 10), 1, 0, 0) end
DebugLine(p0, p1, [r], [g], [b], [a])
Arguments
p0 (TVec) – World space point as vector
p1 (TVec) – World space point as vector
r (number, optional) – Red
g (number, optional) – Green
b (number, optional) – Blue
a (number, optional) – Alpha
Return value
none
Draw a 3D debug overlay line in the world. Default color is white.
function server.tick() --Draw white debug line DebugLine(Vec(0, 0, 0), Vec(-10, 5, -10)) --Draw red debug line DebugLine(Vec(0, 0, 0), Vec(10, 5, 10), 1, 0, 0) end -- Or function client.tick() --Draw white debug line DebugLine(Vec(0, 0, 0), Vec(-10, 5, -10)) --Draw red debug line DebugLine(Vec(0, 0, 0), Vec(10, 5, 10), 1, 0, 0) end
DebugCross(p0, [r], [g], [b], [a])
Arguments
p0 (TVec) – World space point as vector
r (number, optional) – Red
g (number, optional) – Green
b (number, optional) – Blue
a (number, optional) – Alpha
Return value
none
Draw a debug cross in the world to highlight a location. Default color is white.
function server.tick() DebugCross(Vec(10, 5, 5)) end -- Or function client.tick() DebugCross(Vec(10, 5, 5)) end
DebugTransform(transform, [scale])
Arguments
transform (TTransform) – The transform
scale (number, optional) – Length of the axis
Return value
none
Draw the axis of the transform
function server.tick() DebugTransform(GetPlayerCameraTransform(), 0.5) end -- Or function client.tick() DebugTransform(GetPlayerCameraTransform(), 0.5) end
DebugWatch(name, value, [lineWrapping])
Arguments
name (string) – Name
value (any) – Value
lineWrapping (boolean, optional) – True if you need to wrap Table lines. Works only with tables.
Return value
none
Show a named valued on screen for debug purposes. Up to 32 values can be shown simultaneously. Values updated the current frame are drawn opaque. Old values are drawn transparent in white.
The function will also recognize tables and convert them to strings automatically.
function client.tick()
DebugWatch("Player camera transform", GetPlayerCameraTransform())
local anyTable = {
"teardown",
{
name = "Alex",
age = 25,
child = { name = "Lena" }
},
nil,
version = "1.6.0",
true
}
DebugWatch("table", anyTable);
end
DebugPrint(message, [lineWrapping])
Arguments
message (string) – Message to display
lineWrapping (boolean, optional) – True if you need to wrap Table lines. Works only with tables.
Return value
none
Display message on screen. The last 20 lines are displayed. The function will also recognize tables and convert them to strings automatically.
function client.init()
DebugPrint("time")
DebugPrint(GetPlayerCameraTransform())
local anyTable = {
"teardown",
{
name = "Alex",
age = 25,
child = { name = "Lena" }
},
nil,
version = "1.6.0",
true,
}
DebugPrint(anyTable)
end
RegisterListenerTo(eventName, listenerFunction)
Arguments
eventName (string) – Event name
listenerFunction (string) – Listener function name
Return value
none
Binds the callback function on the event This function is deprecated. Use the event system instead.
function onLangauageChanged()
DebugPrint("langauageChanged")
end
function client.init()
RegisterListenerTo("LanguageChanged", "onLangauageChanged")
TriggerEvent("LanguageChanged")
end
UnregisterListener(eventName, listenerFunction)
Arguments
eventName (string) – Event name
listenerFunction (string) – Listener function name
Return value
none
Unbinds the callback function from the event This function is deprecated. Use the event system instead.
function onLangauageChanged()
DebugPrint("langauageChanged")
end
function client.init()
RegisterListenerTo("LanguageChanged", "onLangauageChanged")
UnregisterListener("LanguageChanged", "onLangauageChanged")
TriggerEvent("LanguageChanged")
end
TriggerEvent(eventName, [args])
Arguments
eventName (string) – Event name
args (string, optional) – Event parameters
Return value
none
Triggers an event for all registered listeners This function is deprecated. Use the event system instead.
function onLangauageChanged()
DebugPrint("langauageChanged")
end
function client.init()
RegisterListenerTo("LanguageChanged", "onLangauageChanged")
UnregisterListener("LanguageChanged", "onLangauageChanged")
TriggerEvent("LanguageChanged")
end
handle = LoadHaptic(filepath)
Arguments
filepath (string) – Path to Haptic effect to play
Return value
handle (string) – Haptic effect handle
-- Rumble with gun Haptic effect
function client.init()
haptic_effect = LoadHaptic("haptic/gun_fire.xml")
end
function client.tick()
if trigHaptic then
PlayHaptic(haptic_effect, 1)
end
end
handle = CreateHaptic(leftMotorRumble, rightMotorRumble, leftTriggerRumble, rightTriggerRumble)
Arguments
leftMotorRumble (number) – Amount of rumble for left motor
rightMotorRumble (number) – Amount of rumble for right motor
leftTriggerRumble (number) – Amount of rumble for left trigger
rightTriggerRumble (number) – Amount of rumble for right trigger
Return value
handle (string) – Haptic effect handle
-- Rumble with gun Haptic effect function client.init() haptic_effect = CreateHaptic(1, 1, 0, 0) end function client.tick() if trigHaptic then PlayHaptic(haptic_effect, 1) end end
PlayHaptic(handle, amplitude)
Arguments
handle (string) – Handle of haptic effect
amplitude (number) – Amplidute used for calculation of Haptic effect.
Return value
none
If Haptic already playing, restarts it.
-- Rumble with gun Haptic effect
function client.init()
haptic_effect = LoadHaptic("haptic/gun_fire.xml")
end
function client.tick()
if trigHaptic then
PlayHaptic(haptic_effect, 1)
end
end
PlayHapticDirectional(handle, direction, amplitude)
Arguments
handle (string) – Handle of haptic effect
direction (TVec) – Direction in which effect must be played
amplitude (number) – Amplidute used for calculation of Haptic effect.
Return value
none
If Haptic already playing, restarts it.
-- Rumble with gun Haptic effect
local haptic_effect
function client.init()
haptic_effect = LoadHaptic("haptic/gun_fire.xml")
end
function client.tick()
if InputPressed("interact") then
PlayHapticDirectional(haptic_effect, Vec(-1, 0, 0), 1)
end
end
flag = HapticIsPlaying(handle)
Arguments
handle (string) – Handle of haptic effect
Return value
flag (boolean) – is current Haptic playing or not
-- Rumble infinitely
local haptic_effect
function client.init()
haptic_effect = LoadHaptic("haptic/gun_fire.xml")
end
function client.tick()
if not HapticIsPlaying(haptic_effect) then
PlayHaptic(haptic_effect, 1)
end
end
SetToolHaptic(id, handle, [amplitude])
Arguments
id (string) – Tool unique identifier
handle (string) – Handle of haptic effect
amplitude (number, optional) – Amplitude multiplier. Default (1.0)
Return value
none
Register haptic as a "Tool haptic" for custom tools. "Tool haptic" will be played on repeat while this tool is active. Also it can be used for Active Triggers of DualSense controller
function client.init()
RegisterTool("minigun", "loc@MINIGUN", "MOD/vox/minigun.vox")
toolHaptic = LoadHaptic("MOD/haptic/tool.xml")
SetToolHaptic("minigun", toolHaptic)
end
StopHaptic(handle)
Arguments
handle (string) – Handle of haptic effect
Return value
none
-- Rumble infinitely
local haptic_effect
function client.init()
haptic_effect = LoadHaptic("haptic/gun_fire.xml")
end
function client.tick()
if InputDown("interact") then
StopHaptic(haptic_effect)
elseif not HapticIsPlaying(haptic_effect) then
PlayHaptic(haptic_effect, 1)
end
end
AddHeat(shape, pos, amount)
Arguments
shape (number) – Shape handle
pos (TVec) – World space point as vector
amount (number) – amount of heat
Return value
none
Adds heat to shape. It works similar to blowtorch. As soon as the heat of the voxel reaches a critical value, it destroys and can ignite the surrounding voxels.
function server.tick(dt)
if InputDown("usetool") then
local playerCameraTransform = GetPlayerCameraTransform()
local dir = TransformToParentVec(playerCameraTransform, Vec(0, 0, -1))
-- Cast ray out of player camera and add heat to shape if we can find one
local hit, dist, normal, shape = QueryRaycast(playerCameraTransform.pos, dir, 50)
if hit then
local hitPos = VecAdd(playerCameraTransform.pos, VecScale(dir, dist))
AddHeat(shape, hitPos, 2 * dt)
end
DrawLine(VecAdd(playerCameraTransform.pos, Vec(0.5, 0, 0)), VecAdd(playerCameraTransform.pos, VecScale(dir, dist)), 1, 0, 0, 1)
end
end
area = GetBoundaryArea()
Arguments
none
Return value
area (Number) – Number representing the area of the boundary.
Returns the area of the boundary if present, otherwise the xz-area of the world body aabb.
function GenerateRandomPointInLevel() aabbMin, aabbMax = GetBoundaryBounds() local x = GetRandomFloat(aabbMin[1], aabbMax[1]) local z = GetRandomFloat(aabbMin[3], aabbMax[3]) return x,z end
min, max = GetBoundaryBounds()
Arguments
none
Return value
min (Vec) – Vector representing the AABB lower bound
max (Vec) – Vector representing the AABB upper bound
return the aabb bounds for the boundary if present, otherwise the boundary for the world body.
function GenerateRandomPointInLevel() aabbMin, aabbMax = GetBoundaryBounds() local x = GetRandomFloat(aabbMin[1], aabbMax[1]) local z = GetRandomFloat(aabbMin[3], aabbMax[3]) return x,z end
vector = GetGravity()
Arguments
none
Return value
vector (TVec) – Gravity vector
Returns the gravity value on the scene.
function client.tick() DebugPrint(VecStr(GetGravity())) end
SetGravity(vec)
Arguments
vec (TVec) – Gravity vector
Return value
none
Sets the gravity value on the scene. When the scene restarts, it resets to the default value (0, -10, 0).
local isMoonGravityEnabled = false
function server.tick()
if InputPressed("g", hostPlayerId) then
isMoonGravityEnabled = not isMoonGravityEnabled
if isMoonGravityEnabled then
SetGravity(Vec(0, -1.6, 0))
else
SetGravity(Vec(0, -10.0, 0))
end
end
end
fps = GetFps()
Arguments
none
Return value
fps (number) – Frames per second
Returns the fps value based on general game timestep. It doesn't depend on whether it is called from tick or update.
function client.tick()
DebugWatch("fps", GetFps())
end
UiMakeInteractive()
Arguments
none
Return value
none
Calling this function will disable game input, bring up the mouse pointer and allow Ui interaction with the calling script without pausing the game. This can be useful to make interactive user interfaces from scripts while the game is running. Call this continuously every frame as long as Ui interaction is desired.
UiMakeInteractive()
UiPush()
Arguments
none
Return value
none
Push state onto stack. This is used in combination with UiPop to remember a state and restore to that state later.
UiColor(1,0,0)
UiText("Red")
UiPush()
UiColor(0,1,0)
UiText("Green")
UiPop()
UiText("Red")
UiPop()
Arguments
none
Return value
none
Pop state from stack and make it the current one. This is used in combination with UiPush to remember a previous state and go back to it later.
UiColor(1,0,0)
UiText("Red")
UiPush()
UiColor(0,1,0)
UiText("Green")
UiPop()
UiText("Red")
width = UiWidth()
Arguments
none
Return value
width (number) – Width of draw context
local w = UiWidth()
height = UiHeight()
Arguments
none
Return value
height (number) – Height of draw context
local h = UiHeight()
center = UiCenter()
Arguments
none
Return value
center (number) – Half width of draw context
local c = UiCenter() --Same as local c = UiWidth()/2
middle = UiMiddle()
Arguments
none
Return value
middle (number) – Half height of draw context
local m = UiMiddle() --Same as local m = UiHeight()/2
UiColor(r, g, b, [a])
Arguments
r (number) – Red channel
g (number) – Green channel
b (number) – Blue channel
a (number, optional) – Alpha channel. Default 1.0
Return value
none
--Set color yellow UiColor(1,1,0)
UiColorFilter(r, g, b, [a])
Arguments
r (number) – Red channel
g (number) – Green channel
b (number) – Blue channel
a (number, optional) – Alpha channel. Default 1.0
Return value
none
Color filter, multiplied to all future colors in this scope
UiPush() --Draw menu in transparent, yellow color tint UiColorFilter(1, 1, 0, 0.5) drawMenu() UiPop()
UiResetColor()
Arguments
none
Return value
none
Resets the ui context's color, outline color, shadow color, color filter to default values.
Remarkable that if some component, lets call it "parent", wants to hide everyting in it's scope,
it is possible that a child which uses UiResetColor would ignore the hide logic, if its implemented via changing opacity.
function client.draw()
UiPush()
UiFont("bold.ttf", 44)
UiTranslate(100, 100)
UiColor(1, 0, 0)
UiText("A")
UiTranslate(100, 0)
UiResetColor()
UiText("B")
UiPop()
end
UiTranslate(x, y)
Arguments
x (number) – X component
y (number) – Y component
Return value
none
Translate cursor
UiPush()
UiTranslate(100, 0)
UiText("Indented")
UiPop()
UiRotate(angle)
Arguments
angle (number) – Angle in degrees, counter clockwise
Return value
none
Rotate cursor
UiPush()
UiRotate(45)
UiText("Rotated")
UiPop()
UiScale(x, [y])
Arguments
x (number) – X component
y (number, optional) – Y component. Default value is x.
Return value
none
Scale cursor either uniformly (one argument) or non-uniformly (two arguments)
UiPush()
UiScale(2)
UiText("Double size")
UiPop()
x, y = UiGetScale()
Arguments
none
Return value
x (number) – X scale
y (number) – Y scale
Returns the ui context's scale
function client.draw() UiPush() UiScale(2) x, y = UiGetScale() DebugPrint(x .. " " .. y) UiPop() end
UiClipRect(width, height, [inherit])
Arguments
width (number) – Rect width
height (number) – Rect height
inherit (boolean, optional) – True if must include the parent's clip rect
Return value
none
Specifies the area beyond which ui is cut off and not drawn.
If inherit is true the resulting rect clip will be equal to the overlapped area of both rects
function client.draw()
UiTranslate(200, 200)
UiPush()
UiClipRect(100, 50)
UiTranslate(5, 15)
UiFont("regular.ttf", 50)
UiText("Text")
UiPop()
end
UiWindow(width, height, [clip], [inherit])
Arguments
width (number) – Window width
height (number) – Window height
clip (boolean, optional) – Clip content outside window. Default is false.
inherit (boolean, optional) – Inherit current clip region (for nested clip regions)
Return value
none
Set up new bounds. Calls to UiWidth, UiHeight, UiCenter and UiMiddle will operate in the context of the window size. If clip is set to true, contents of window will be clipped to bounds (only works properly for non-rotated windows).
UiPush() UiWindow(400, 200) local w = UiWidth() --w is now 400 UiPop()
tl_x, tl_y, br_x, br_y = UiGetCurrentWindow()
Arguments
none
Return value
tl_x (number) – Top left x
tl_y (number) – Top left y
br_x (number) – Bottom right x
br_y (number) – Bottom right y
Returns the top left & bottom right points of the current window
function client.draw() UiPush() UiWindow(400, 200) tl_x, tl_y, br_x, br_y = UiGetCurrentWindow() -- do something UiPop() end
val = UiIsInCurrentWindow(x, y)
Arguments
x (number) – X
y (number) – Y
Return value
val (boolean) – True if
True if the specified point is within the boundaries of the current window
function client.draw()
UiPush()
UiWindow(400, 200)
DebugPrint("point 1: " .. tostring(UiIsInCurrentWindow(200, 100)))
DebugPrint("point 2: " .. tostring(UiIsInCurrentWindow(450, 100)))
UiPop()
end
value = UiIsRectFullyClipped(w, h)
Arguments
w (number) – Width
h (number) – Height
Return value
value (boolean) – True if rect is fully clipped
Checks whether a rectangle with width w and height h is completely clipped
function client.draw()
UiTranslate(200, 200)
UiPush()
UiClipRect(150, 150)
UiColor(1.0, 1.0, 1.0, 0.15)
UiRect(150, 150)
UiRect(w, h)
UiTranslate(-50, 30)
UiColor(1, 0, 0)
local w, h = 100, 100
UiRect(w, h)
DebugPrint(UiIsRectFullyClipped(w, h))
UiPop()
end
value = UiIsInClipRegion(x, y)
Arguments
x (number) – X
y (number) – Y
Return value
value (boolean) – True if point is in clip region
Checks whether a point is inside the clip region
function client.draw()
UiPush()
UiTranslate(200, 200)
UiClipRect(150, 150)
UiColor(1.0, 1.0, 1.0, 0.15)
UiRect(150, 150)
UiRect(w, h)
DebugPrint("point 1: " .. tostring(UiIsInClipRegion(250, 250)))
DebugPrint("point 2: " .. tostring(UiIsInClipRegion(350, 250)))
UiPop()
end
value = UiIsFullyClipped(w, h)
Arguments
w (number) – Width
h (number) – Height
Return value
value (boolean) – True if rect is not overlapping clip region
Checks whether a rect is overlap the clip region
function client.draw()
UiPush()
UiTranslate(200, 200)
UiClipRect(150, 150)
UiColor(1.0, 1.0, 1.0, 0.15)
UiRect(150, 150)
UiRect(w, h)
DebugPrint("rect 1: " .. tostring(UiIsFullyClipped(200, 200)))
UiTranslate(200, 0)
DebugPrint("rect 2: " .. tostring(UiIsFullyClipped(200, 200)))
UiPop()
end
x0, y0, x1, y1 = UiSafeMargins()
Arguments
none
Return value
x0 (number) – Left
y0 (number) – Top
x1 (number) – Right
y1 (number) – Bottom
Return a safe drawing area that will always be visible regardless of display aspect ratio. The safe drawing area will always be 1920 by 1080 in size. This is useful for setting up a fixed size UI.
function client.draw() local x0, y0, x1, y1 = UiSafeMargins() UiTranslate(x0, y0) UiWindow(x1-x0, y1-y0, true) --The drawing area is now 1920 by 1080 in the center of screen drawMenu() end
value = UiCanvasSize()
Arguments
none
Return value
value (table) – Canvas width and height
Returns the canvas size. "Canvas" means a coordinate space in which UI is drawn
function client.draw()
UiPush()
local canvas = UiCanvasSize()
UiWindow(canvas.w, canvas.h)
--[[
...
]]
UiPop()
end
UiAlign(alignment)
Arguments
alignment (string) – Alignment keywords
Return value
none
The alignment determines how content is aligned with respect to the cursor.
| Alignment | Description |
| left | Horizontally align to the left |
| right | Horizontally align to the right |
| center | Horizontally align to the center |
| top | Vertically align to the top |
| bottom | Veritcally align to the bottom |
| middle | Vertically align to the middle |
UiAlign("left")
UiText("Aligned left at baseline")
UiAlign("center middle")
UiText("Fully centered")
UiTextAlignment(alignment)
Arguments
alignment (string) – Alignment keyword
Return value
none
The alignment determines how text is aligned with respect to the cursor and wrap width.
| Alignment | Description |
| left | Horizontally align to the left |
| right | Horizontally align to the right |
| center | Horizontally align to the center |
UiTextAlignment("left")
UiText("Aligned left at baseline")
UiTextAlignment("center")
UiText("Centered")
UiModalBegin([force])
Arguments
force (boolean, optional) – Pass true if you need to increase the priority of this modal in the context
Return value
none
Disable input for everything, except what's between UiModalBegin and UiModalEnd (or if modal state is popped)
UiModalBegin()
if UiTextButton("Okay") then
--All other interactive ui elements except this one are disabled
end
UiModalEnd()
--This is also okay
UiPush()
UiModalBegin()
if UiTextButton("Okay") then
--All other interactive ui elements except this one are disabled
end
UiPop()
--No longer modal
UiModalEnd()
Arguments
none
Return value
none
Disable input for everything, except what's between UiModalBegin and UiModalEnd Calling this function is optional. Modality is part of the current state and will be lost if modal state is popped.
UiModalBegin()
if UiTextButton("Okay") then
--All other interactive ui elements except this one are disabled
end
UiModalEnd()
UiDisableInput()
Arguments
none
Return value
none
Disable input
UiPush()
UiDisableInput()
if UiTextButton("Okay") then
--Will never happen
end
UiPop()
UiEnableInput()
Arguments
none
Return value
none
Enable input that has been previously disabled
UiDisableInput()
if UiTextButton("Okay") then
--Will never happen
end
UiEnableInput()
if UiTextButton("Okay") then
--This can happen
end
receives = UiReceivesInput()
Arguments
none
Return value
receives (boolean) – True if current context receives input
This function will check current state receives input. This is the case if input is not explicitly disabled with (with UiDisableInput) and no other state is currently modal (with UiModalBegin). Input functions and UI elements already do this check internally, but it can sometimes be useful to read the input state manually to trigger things in the UI.
if UiReceivesInput() then highlightItemAtMousePointer() end
x, y = UiGetMousePos()
Arguments
none
Return value
x (number) – X coordinate
y (number) – Y coordinate
Get mouse pointer position relative to the cursor
local x, y = UiGetMousePos()
x, y = UiGetCanvasMousePos()
Arguments
none
Return value
x (number) – X coordinate
y (number) – Y coordinate
Returns position of mouse cursor in UI canvas space.
The size of the canvas depends on the aspect ratio. For example, for 16:9, the maximum value will be 1920x1080, and for 16:10, it will be 1920x1200
function client.draw()
local x, y = UiGetCanvasMousePos()
DebugPrint("x :" .. x .. " y:" .. y)
end
inside = UiIsMouseInRect(w, h)
Arguments
w (number) – Width
h (number) – Height
Return value
inside (boolean) – True if mouse pointer is within rectangle
Check if mouse pointer is within rectangle. Note that this function respects alignment.
if UiIsMouseInRect(100, 100) then -- mouse pointer is in rectangle end
x, y, distance = UiWorldToPixel(point)
Arguments
point (TVec) – 3D world position as vector
Return value
x (number) – X coordinate
y (number) – Y coordinate
distance (number) – Distance to point
Convert world space position to user interface X and Y coordinate relative to the cursor. The distance is in meters and positive if in front of camera, negative otherwise.
local x, y, dist = UiWorldToPixel(point)
if dist > 0 then
UiTranslate(x, y)
UiText("Label")
end
direction = UiPixelToWorld(x, y)
Arguments
x (number) – X coordinate
y (number) – Y coordinate
Return value
direction (TVec) – 3D world direction as vector
Convert X and Y UI coordinate to a world direction, as seen from current camera. This can be used to raycast into the scene from the mouse pointer position.
UiMakeInteractive()
local x, y = UiGetMousePos()
local dir = UiPixelToWorld(x, y)
local pos = GetCameraTransform().pos
local hit, dist = QueryRaycast(pos, dir, 100)
if hit then
DebugPrint("hit distance: " .. dist)
end
UiGetCursorPos()
Arguments
none
Return value
none
Returns the ui cursor's postion
function client.draw()
UiTranslate(100, 50)
x, y = UiGetCursorPos()
DebugPrint("x: " .. x .. "; y: " .. y)
end
UiBlur(amount)
Arguments
amount (number) – Blur amount (0.0 to 1.0)
Return value
none
Perform a gaussian blur on current screen content
UiBlur(1.0) drawMenu()
UiFont(path, size)
Arguments
path (string) – Path to TTF font file
size (number) – Font size (10 to 100)
Return value
none
UiFont("bold.ttf", 24)
UiText("Hello")
size = UiFontHeight()
Arguments
none
Return value
size (number) – Font size
local h = UiFontHeight()
w, h, x, y, linkId = UiText(text, [move], [maxChars])
Arguments
text (string) – Print text at cursor location
move (boolean, optional) – Automatically move cursor vertically. Default false.
maxChars (number, optional) – Maximum amount of characters. Default 100000.
Return value
w (number) – Width of text
h (number) – Height of text
x (number) – End x-position of text.
y (number) – End y-position of text.
linkId (string) – Link id of clicked link
UiFont("bold.ttf", 24)
UiText("Hello")
...
--Automatically advance cursor
UiText("First line", true)
UiText("Second line", true)
--Using links
UiFont("bold.ttf", 26)
UiTranslate(100,100)
--Using virtual links
link = "[[link;label=loc@UI_TEXT_FREE_ROAM_OPTIONS_LINK_NAME;id=options/game;color=#DDDD7FDD;underline=true]]"
someText = "Some text with a link: " .. link .. " and some more text"
w, h, x, y, linkId = UiText(someText)
if linkId:len() ~= 0 then
if linkId == "options/game" then
DebugPrint(linkId.." link clicked")
elseif linkId == "options/sound" then
--Do something else
end
end
UiTranslate(0,50)
--Using game links, id attribute is required, color is optional, same as virtual links
link = "[[game://options;label=loc@UI_TEXT_FREE_ROAM_OPTIONS_LINK_NAME;id=game;color=#DDDD7FDD;underline=false]]"
someText = "Some text with a link: " .. link .. " and some more text"
w, h, x, y, linkId = UiText(someText)
if linkId:len() ~= 0 then
DebugPrint(linkId.." link clicked")
end
UiTranslate(0,50)
--Using http/s links is also possible, link will be opened in the default browser
link = "[[http://www.example.com;label=loc@SOME_KEY;]]"
someText = "Goto: " .. link
UiText(someText)
UiTextDisableWildcards(disable)
Arguments
disable (boolean) – Enable or disable wildcard [[...]] substitution support in UiText
Return value
none
UiFont("regular.ttf", 30)
UiPush()
UiTextDisableWildcards(true)
-- icon won't be embedded here, text will be left as is
UiText("Text with embedded icon image [[menu:menu_accept;iconsize=42,42]]")
UiPop()
-- embedding works as expected
UiText("Text with embedded icon image [[menu:menu_accept;iconsize=42,42]]")
UiTextUniformHeight(uniform)
Arguments
uniform (boolean) – Enable or disable fixed line height for text rendering
Return value
none
This function toggles the use of a fixed line height for text rendering. When enabled (true), the line height is set to a constant value determined by the current font metrics, ensuring uniform spacing between lines of text. This mode is useful for maintaining consistent line spacing across different text elements, regardless of the specific characters displayed. When disabled (false), the line height adjusts dynamically to accommodate the tallest character in each line of text.
#include "script/common.lua"
enabled = false
group = 1
local desc = {
{
{"A mod desc without descenders"},
{"Author: Abcd"},
{"Tags: map, spawnable"},
},
{
{"A mod with descenders, like g, j, p, q, y"},
{"Author: Ggjyq"},
{"Tags: map, spawnable"},
},
}
-- Function to draw text with or without uniform line height
local function drawDescriptions()
UiAlign("top")
for _, text in ipairs(desc[group]) do
UiTextUniformHeight(enabled)
UiText(text[1], true)
end
end
function client.draw()
UiFont("regular.ttf", 22)
UiTranslate(100, 100)
UiPush()
local r,g,b
if enabled then
r,g,b = 0,1,0
else
r,g,b = 1,0,0
end
UiColor(0,0,0)
UiButtonImageBox("ui/common/box-solid-6.png", 6, 6, r,g,b)
if UiTextButton("Uniform height "..(enabled and "enabled" or "disabled")) then
enabled = not enabled
end
UiTranslate(0,35)
if UiTextButton(">") then
group = clamp(group + 1, 1, #desc)
end
UiTranslate(0,35)
if UiTextButton("<") then
group = clamp(group - 1, 1, #desc)
end
UiPop()
UiTranslate(0,80)
drawDescriptions()
end
w, h, x, y = UiGetTextSize(text)
Arguments
text (string) – A text string
Return value
w (number) – Width of text
h (number) – Height of text
x (number) – Offset x-component of text AABB
y (number) – Offset y-component of text AABB
local w, h = UiGetTextSize("Some text")
w, h = UiMeasureText(space, text/locale)
Arguments
space (number) – Space between lines
text/locale (string) – , ... A text strings
Return value
w (number) – Width of biggest line
h (number) – Height of all lines combined with interval
local w, h = UiMeasureText(0, "Some text", "loc@key")
count = UiGetSymbolsCount(text)
Arguments
text (string) – Text
Return value
count (number) – Symbols count
Returns the symbols count in the specified text.
This function is intended to property count symbols in UTF 8 encoded string
function client.draw()
DebugPrint(UiGetSymbolsCount("Hello world!"))
end
substring = UiTextSymbolsSub(text, from, to)
Arguments
text (string) – Text
from (number) – From element index
to (number) – To element index
Return value
substring (string) – Substring
Returns the substring. This function is intended to properly work with UTF8 encoded strings
function client.draw()
DebugPrint(UiTextSymbolsSub("Hello world", 1, 5))
end
UiWordWrap(width)
Arguments
width (number) – Maximum width of text
Return value
none
UiWordWrap(200)
UiText("Some really long text that will get wrapped into several lines")
UiTextLineSpacing(value)
Arguments
value (number) – Text linespacing
Return value
none
Sets the context's linespacing value of the text which is drawn using UiText
function client.draw()
UiTextLineSpacing(10)
UiWordWrap(200)
UiText("TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT")
end
UiTextOutline(r, g, b, a, [thickness])
Arguments
r (number) – Red channel
g (number) – Green channel
b (number) – Blue channel
a (number) – Alpha channel
thickness (number, optional) – Outline thickness. Default is 0.1
Return value
none
--Black outline, standard thickness
UiTextOutline(0,0,0,1)
UiText("Text with outline")
UiTextShadow(r, g, b, a, [distance], [blur])
Arguments
r (number) – Red channel
g (number) – Green channel
b (number) – Blue channel
a (number) – Alpha channel
distance (number, optional) – Shadow distance. Default is 1.0
blur (number, optional) – Shadow blur. Default is 0.5
Return value
none
--Black drop shadow, 50% transparent, distance 2
UiTextShadow(0, 0, 0, 0.5, 2.0)
UiText("Text with drop shadow")
UiRect(w, h)
Arguments
w (number) – Width
h (number) – Height
Return value
none
Draw solid rectangle at cursor position
--Draw full-screen black rectangle
UiColor(0, 0, 0)
UiRect(UiWidth(), UiHeight())
--Draw smaller, red, rotating rectangle in center of screen
UiPush()
UiColor(1, 0, 0)
UiTranslate(UiCenter(), UiMiddle())
UiRotate(GetTime())
UiAlign("center middle")
UiRect(100, 100)
UiPop()
UiRectOutline(width, height, thickness)
Arguments
width (number) – Rectangle width
height (number) – Rectangle height
thickness (number) – Rectangle outline thickness
Return value
none
Draw rectangle outline at cursor position
--Draw a red rotating rectangle outline in center of screen
UiPush()
UiColor(1, 0, 0)
UiTranslate(UiCenter(), UiMiddle())
UiRotate(GetTime())
UiAlign("center middle")
UiRectOutline(100, 100, 5)
UiPop()
UiRoundedRect(width, height, roundingRadius)
Arguments
width (number) – Rectangle width
height (number) – Rectangle height
roundingRadius (number) – Round corners radius
Return value
none
Draw a solid rectangle with round corners of specified radius
UiPush()
UiColor(1, 0, 0)
UiTranslate(UiCenter(), UiMiddle())
UiRotate(GetTime())
UiAlign("center middle")
UiRoundedRect(100, 100, 8)
UiPop()
UiRoundedRectOutline(width, height, roundingRadius, thickness)
Arguments
width (number) – Rectangle width
height (number) – Rectangle height
roundingRadius (number) – Round corners radius
thickness (number) – Rectangle outline thickness
Return value
none
Draw rectangle outline with round corners at cursor position
UiPush()
UiColor(1, 0, 0)
UiTranslate(UiCenter(), UiMiddle())
UiRotate(GetTime())
UiAlign("center middle")
UiRoundedRectOutline(100, 100, 20, 5)
UiPop()
UiCircle(radius)
Arguments
radius (number) – Circle radius
Return value
none
Draw a solid circle at cursor position
UiPush()
UiColor(1, 0, 0)
UiTranslate(UiCenter(), UiMiddle())
UiAlign("center middle")
UiCircle(100)
UiPop()
UiCircleOutline(radius, thickness)
Arguments
radius (number) – Circle radius
thickness (number) – Circle outline thickness
Return value
none
Draw a circle outline at cursor position
--Draw a red rotating rectangle outline in center of screen
UiPush()
UiColor(1, 0, 0)
UiTranslate(UiCenter(), UiMiddle())
UiAlign("center middle")
UiCircleOutline(100, 8)
UiPop()
UiFillImage(path)
Arguments
path (string) – Path to image (PNG or JPG format)
Return value
none
Image to fill for UiRoundedRect, UiCircle
UiPush()
UiFillImage("ui/hud/tutorial/plank-lift.jpg")
UiTranslate(UiCenter(), UiMiddle())
UiRotate(GetTime())
UiAlign("center middle")
UiRoundedRect(100, 100, 8)
UiPop()
UiBackgroundBlur(amount)
Arguments
amount (number) – Blur amount (0.0 to 1.0)
Return value
none
Perform a gaussian blur on the background and applies the blur to any following calls to UiRect, UiRectOutline, UiRoundedRect, UiCircle, UiCircleOutline, UiRoundedRectOutline.
UiBackgroundBlur(1.0) UiRect(300, 300)
w, h = UiImage(path, [x0], [y0], [x1], [y1])
Arguments
path (string) – Path to image (PNG or JPG format)
x0 (number, optional) – Lower x coordinate (default is 0)
y0 (number, optional) – Lower y coordinate (default is 0)
x1 (number, optional) – Upper x coordinate (default is image width)
y1 (number, optional) – Upper y coordinate (default is image height)
Return value
w (number) – Width of drawn image
h (number) – Height of drawn image
Draw image at cursor position. If x0, y0, x1, y1 is provided a cropped version will be drawn in that coordinate range.
--Draw image in center of screen
UiPush()
UiTranslate(UiCenter(), UiMiddle())
UiAlign("center middle")
UiImage("test.png")
UiPop()
UiUnloadImage(path)
Arguments
path (string) – Path to image (PNG or JPG format)
Return value
none
Unloads a texture from the memory
local image = "gfx/cursor.png"
function client.draw()
UiTranslate(300, 300)
if UiHasImage(image) then
if InputDown("interact") then
UiUnloadImage("img/background.jpg")
else
UiImage(image)
end
end
end
exists = UiHasImage(path)
Arguments
path (string) – Path to image (PNG or JPG format)
Return value
exists (boolean) – Does the image exists at the specified path
local image = "gfx/circle.png"
function client.draw()
if UiHasImage(image) then
DebugPrint("image " .. image .. " exists")
end
end
w, h = UiGetImageSize(path)
Arguments
path (string) – Path to image (PNG or JPG format)
Return value
w (number) – Image width
h (number) – Image height
Get image size
local w,h = UiGetImageSize("test.png")
UiImageBox(path, width, height, [borderWidth], [borderHeight])
Arguments
path (string) – Path to image (PNG or JPG format)
width (number) – Width
height (number) – Height
borderWidth (number, optional) – Border width. Default 0
borderHeight (number, optional) – Border height. Default 0
Return value
none
Draw 9-slice image at cursor position. Width should be at least 2*borderWidth. Height should be at least 2*borderHeight.
UiImageBox("menu-frame.png", 200, 200, 10, 10)
UiSound(path, [volume], [pitch], [panAzimuth], [panDepth])
Arguments
path (string) – Path to sound file (OGG format)
volume (number, optional) – Playback volume. Default 1.0
pitch (number, optional) – Playback pitch. Default 1.0
panAzimuth (number, optional) – Playback stereo panning azimuth (-PI to PI). Default 0.0.
panDepth (number, optional) – Playback stereo panning depth (0.0 to 1.0). Default 1.0.
Return value
none
UI sounds are not affected by acoustics simulation. Use LoadSound / PlaySound for that.
UiSound("click.ogg")
UiSoundLoop(path, [volume], [pitch])
Arguments
path (string) – Path to looping sound file (OGG format)
volume (number, optional) – Playback volume. Default 1.0
pitch (number, optional) – Playback pitch. Default 1.0
Return value
none
Call this continuously to keep playing loop. UI sounds are not affected by acoustics simulation. Use LoadLoop / PlayLoop for that.
if animating then
UiSoundLoop("screech.ogg")
end
UiMute(amount, [music])
Arguments
amount (number) – Mute by this amount (0.0 to 1.0)
music (boolean, optional) – Mute music as well
Return value
none
Mute game audio and optionally music for the next frame. Call continuously to stay muted.
if menuOpen then UiMute(1.0) end
UiButtonImageBox(path, borderWidth, borderHeight, [r], [g], [b], [a])
Arguments
path (string) – Path to image (PNG or JPG format)
borderWidth (number) – Border width
borderHeight (number) – Border height
r (number, optional) – Red multiply. Default 1.0
g (number, optional) – Green multiply. Default 1.0
b (number, optional) – Blue multiply. Default 1.0
a (number, optional) – Alpha channel. Default 1.0
Return value
none
Set up 9-slice image to be used as background for buttons.
UiButtonImageBox("button-9slice.png", 10, 10)
if UiTextButton("Test") then
...
end
UiButtonHoverColor(r, g, b, [a])
Arguments
r (number) – Red multiply
g (number) – Green multiply
b (number) – Blue multiply
a (number, optional) – Alpha channel. Default 1.0
Return value
none
Button color filter when hovering mouse pointer.
UiButtonHoverColor(1, 0, 0)
if UiTextButton("Test") then
...
end
UiButtonPressColor(r, g, b, [a])
Arguments
r (number) – Red multiply
g (number) – Green multiply
b (number) – Blue multiply
a (number, optional) – Alpha channel. Default 1.0
Return value
none
Button color filter when pressing down.
UiButtonPressColor(0, 1, 0)
if UiTextButton("Test") then
...
end
UiButtonPressDist(distX, distY)
Arguments
distX (number) – Press distance along X axis
distY (number) – Press distance along Y axis
Return value
none
The button offset when being pressed
UiButtonPressDistance(4, 4)
if UiTextButton("Test") then
...
end
UiButtonTextHandling(type)
Arguments
type (number) – One of the enum value
Return value
none
indicating how to handle text overflow. Possible values are: 0 - AsIs, 1 - Slide, 2 - Truncate, 3 - Fade, 4 - Resize (Default)
UiButtonTextHandling(1)
if UiTextButton("Test") then
...
end
pressed = UiTextButton(text, [w], [h])
Arguments
text (string) – Text on button
w (number, optional) – Button width
h (number, optional) – Button height
Return value
pressed (boolean) – True if user clicked button
if UiTextButton("Test") then
...
end
pressed = UiImageButton(path)
Arguments
path (string) – Image path (PNG or JPG file)
Return value
pressed (boolean) – True if user clicked button
if UiImageButton("image.png") then
...
end
pressed = UiBlankButton(w, h)
Arguments
w (number) – Button width
h (number) – Button height
Return value
pressed (boolean) – True if user clicked button
if UiBlankButton(30, 30) then ... end
value, done = UiSlider(path, axis, current, min, max)
Arguments
path (string) – Image path (PNG or JPG file)
axis (string) – Drag axis, must be "x" or "y"
current (number) – Current value
min (number) – Minimum value
max (number) – Maximum value
Return value
value (number) – New value, same as current if not changed
done (boolean) – True if user is finished changing (released slider)
value = UiSlider("dot.png", "x", value, 0, 100)
UiSliderHoverColorFilter(r, g, b, a)
Arguments
r (number) – Red channel
g (number) – Green channel
b (number) – Blue channel
a (number) – Alpha channel
Return value
none
Sets the slider hover color filter
local slider = 0
function client.draw()
local thumbPath = "common/thumb_I218_249_2430_49029.png"
UiTranslate(200, 200)
UiPush()
UiMakeInteractive()
UiPush()
UiAlign("top right")
UiTranslate(40, 3.4)
UiColor(0.5291666388511658, 0.5291666388511658, 0.5291666388511658, 1)
UiFont("regular.ttf", 27)
UiText("slider")
UiPop()
UiTranslate(45.0, 3.0)
UiPush()
UiTranslate(0, 4.0)
UiImageBox("common/rect_c#ffffff_o0.10_cr3.png", 301.0, 12.0, 4, 4)
UiPop()
UiTranslate(2, 0)
UiSliderHoverColorFilter(1.0, 0.2, 0.2)
UiSliderThumbSize(8, 20)
slider = UiSlider(thumbPath, "x", slider * 295, 0, 295) / 295
UiPop()
end
UiSliderThumbSize(width, height)
Arguments
width (number) – Thumb width
height (number) – Thumb height
Return value
none
Sets the slider thumb size
local slider = 0
function client.draw()
local thumbPath = "common/thumb_I218_249_2430_49029.png"
UiTranslate(200, 200)
UiPush()
UiMakeInteractive()
UiPush()
UiAlign("top right")
UiTranslate(40, 3.4)
UiColor(0.5291666388511658, 0.5291666388511658, 0.5291666388511658, 1)
UiFont("regular.ttf", 27)
UiText("slider")
UiPop()
UiTranslate(45.0, 3.0)
UiPush()
UiTranslate(0, 4.0)
UiImageBox("common/rect_c#ffffff_o0.10_cr3.png", 301.0, 12.0, 4, 4)
UiPop()
UiTranslate(2, 0)
UiSliderHoverColorFilter(1.0, 0.2, 0.2)
UiSliderThumbSize(8, 20)
slider = UiSlider(thumbPath, "x", slider * 295, 0, 295) / 295
UiPop()
end
handle = UiGetScreen()
Arguments
none
Return value
handle (number) – Handle to the screen running this script or zero if none.
--Turn off screen running current script screen = UiGetScreen() SetScreenEnabled(screen, false)
id = UiNavComponent(w, h)
Arguments
w (number) – Width of the component
h (number) – Height of the component
Return value
id (string) – Generated ID of the component which can be used to get an info about the component state
Declares a navigation component which participates in navigation using dpad buttons of a gamepad. It's an abstract entity which can be focused. It has it's own size and position on screen according to UI cursor and passed arguments, but it won't be drawn on the screen. Note that all navigation components which are located outside of UiWindow borders won't participate in the navigation and will be considered as inactive
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiTranslate(960, 540)
local id = UiNavComponent(100, 20)
local isInFocus = UiIsComponentInFocus(id)
if isInFocus then
local rect = UiFocusedComponentRect()
DebugPrint("Position: (" .. tostring(rect.x) .. ", " .. tostring(rect.y) .. "), Size: (" .. tostring(rect.w) .. ", " .. tostring(rect.h) .. ")")
end
end
UiIgnoreNavigation([ignore])
Arguments
ignore (boolean, optional) – Whether ignore the navigation in a current UI scope or not.
Return value
none
Sets a flag to ingore the navgation in a current UI scope or not. By default, if argument isn't specified, the function sets the flag to true. If ignore is set to true, all components after the function call won't participate in navigation as if they didn't exist on a scene. Flag resets back to false after leaving the UI scope in which the function was called.
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiTranslate(960, 540)
UiNavComponent(100, 20)
UiTranslate(150, 40)
UiPush()
UiIgnoreNavigation(true)
local id = UiNavComponent(100, 20)
local isInFocus = UiIsComponentInFocus(id)
-- will be always "false"
DebugPrint(isInFocus)
UiPop()
end
UiResetNavigation()
Arguments
none
Return value
none
Resets navigation state as if none componets before the function call were declared
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiTranslate(960, 540)
local id = UiNavComponent(100, 20)
UiResetNavigation()
UiTranslate(150, 40)
UiNavComponent(100, 20)
local isInFocus = UiIsComponentInFocus(id)
-- will be always "false"
DebugPrint(isInFocus)
end
UiNavSkipUpdate()
Arguments
none
Return value
none
Skip update of the whole navigation state in a current draw. Could be used to override behaviour of navigation in some cases. See an example.
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiTranslate(960, 540)
UiNavComponent(100, 20)
UiTranslate(0, 50)
local id = UiNavComponent(100, 20)
local isInFocus = UiIsComponentInFocus(id)
if isInFocus and InputPressed("menu_up") then
-- don't let navigation to update and if component in focus
-- and do different action
UiNavSkipUpdate()
DebugPrint("Navigation action UP is overrided")
end
end
focus = UiIsComponentInFocus(id)
Arguments
id (string) – Navigation id of the component
Return value
focus (boolean) – Flag whether the component in focus on not
Returns the flag whether the component with specified id is in focus or not
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiTranslate(960, 540)
local gId = UiNavGroupBegin()
UiNavComponent(100, 20)
UiTranslate(0, 50)
local id = UiNavComponent(100, 20)
local isInFocus = UiIsComponentInFocus(id)
UiNavGroupEnd()
local groupInFocus = UiIsComponentInFocus(gId)
if isInFocus then
DebugPrint(groupInFocus)
end
end
id = UiNavGroupBegin([id])
Arguments
id (string, optional) – Name of navigation group. If not presented, will be generated automatically.
Return value
id (string) – Generated ID of the group which can be used to get an info about the group state
Begins a scope of a new navigation group. Navigation group is an entity which aggregates all navigation components which was declared in it's scope. The group becomes a parent entity for all aggregated components including inner group declarations. During the navigation update process the game engine first checks the focused componet for proximity to components in the same group, and then if none neighbour was found the engine starts to search for the closest group and the closest component inside that group. Navigation group has the same properties as navigation component, that is id, width and height. Group size depends on its children common bounding box or it can be set explicitly. Group is considered in focus if any of its child is in focus.
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiTranslate(960, 540)
local gId = UiNavGroupBegin()
UiNavComponent(100, 20)
UiTranslate(0, 50)
local id = UiNavComponent(100, 20)
local isInFocus = UiIsComponentInFocus(id)
UiNavGroupEnd()
local groupInFocus = UiIsComponentInFocus(gId)
if isInFocus then
DebugPrint(groupInFocus)
end
end
UiNavGroupEnd()
Arguments
none
Return value
none
Ends a scope of a new navigation group. All components before that call become children of that navigation group.
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiTranslate(960, 540)
local gId = UiNavGroupBegin()
UiNavComponent(100, 20)
UiTranslate(0, 50)
local id = UiNavComponent(100, 20)
local isInFocus = UiIsComponentInFocus(id)
UiNavGroupEnd()
local groupInFocus = UiIsComponentInFocus(gId)
if isInFocus then
DebugPrint(groupInFocus)
end
end
UiNavGroupSize(w, h)
Arguments
w (number) – Width of the component
h (number) – Height of the component
Return value
none
Set a size of current navigation group explicitly. Can be used in cases when it's needed to limit area occupied by the group or make it bigger than total occupied area by children in order to catch focus from near neighbours.
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiTranslate(960, 540)
local gId = UiNavGroupBegin()
UiNavGroupSize(500, 300)
UiNavComponent(100, 20)
UiTranslate(0, 50)
local id = UiNavComponent(100, 20)
local isInFocus = UiIsComponentInFocus(id)
UiNavGroupEnd()
local groupInFocus = UiIsComponentInFocus(gId)
if groupInFocus then
-- get a rect of the focused component parent
local rect = UiFocusedComponentRect(1)
DebugPrint("Position: (" .. tostring(rect.x) .. ", " .. tostring(rect.y) .. "), Size: (" .. tostring(rect.w) .. ", " .. tostring(rect.h) .. ")")
end
end
UiForceFocus(id)
Arguments
id (string) – Id of the component
Return value
none
Force focus to the component with specified id.
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiPush()
UiTranslate(960, 540)
local id1 = UiNavComponent(100, 20)
UiTranslate(0, 50)
local id2 = UiNavComponent(100, 20)
UiPop()
local f1 = UiIsComponentInFocus(id1)
local f2 = UiIsComponentInFocus(id2)
local rect = UiFocusedComponentRect()
UiPush()
UiColor(1, 0, 0)
UiTranslate(rect.x, rect.y)
UiRect(rect.w, rect.h)
UiPop()
if InputPressed("menu_accept") then
UiForceFocus(id2)
end
end
id = UiFocusedComponentId()
Arguments
none
Return value
id (string) – Id of the focused component
Returns an id of the currently focused component
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiPush()
UiTranslate(960, 540)
local id1 = UiNavComponent(100, 20)
UiTranslate(0, 50)
local id2 = UiNavComponent(100, 20)
UiPop()
local f1 = UiIsComponentInFocus(id1)
local f2 = UiIsComponentInFocus(id2)
local rect = UiFocusedComponentRect()
UiPush()
UiColor(1, 0, 0)
UiTranslate(rect.x, rect.y)
UiRect(rect.w, rect.h)
UiPop()
DebugPrint(UiFocusedComponentId())
end
rect = UiFocusedComponentRect([n])
Arguments
n (number, optional) – Take n-th parent of the focused component insetad of the component itself
Return value
rect (table) – Rect object with info about the component bounding rectangle
Returns a bounding rect of the currently focused component. If the arg "n" is specified the function return a rect of the n-th parent group of the component. The rect contains the following fields: w - width of the component h - height of the component x - x position of the component on the canvas y - y position of the component on the canvas
function client.draw()
-- window declaration is necessary for navigation to work
UiWindow(1920, 1080)
if LastInputDevice() == UI_DEVICE_GAMEPAD then
-- active mouse cursor has higher priority over the gamepad control
-- so it will reset focused components if the mouse moves
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiPush()
UiTranslate(960, 540)
local id1 = UiNavComponent(100, 20)
UiTranslate(0, 50)
local id2 = UiNavComponent(100, 20)
UiPop()
local f1 = UiIsComponentInFocus(id1)
local f2 = UiIsComponentInFocus(id2)
local rect = UiFocusedComponentRect()
UiPush()
UiColor(1, 0, 0)
UiTranslate(rect.x, rect.y)
UiRect(rect.w, rect.h)
UiPop()
end
x, y = UiGetItemSize()
Arguments
none
Return value
x (number) – Width
y (number) – Height
Returns the last ui item size
function client.draw()
UiTranslate(200, 200)
UiPush()
UiBeginFrame()
UiFont("regular.ttf", 30)
UiText("Text")
UiEndFrame()
w, h = UiGetItemSize()
DebugPrint(w .. " " .. h)
UiPop()
end
UiAutoTranslate(value)
Arguments
value (boolean) –
Return value
none
Enables/disables auto autotranslate function when measuring the item size
function client.draw()
UiPush()
UiBeginFrame()
if InputDown("interact") then
UiAutoTranslate(false)
else
UiAutoTranslate(true)
end
UiRect(50, 50)
local w, h = UiGetItemSize()
DebugPrint(math.ceil(w) .. "x" .. math.ceil(h))
UiEndFrame()
UiPop()
end
UiBeginFrame()
Arguments
none
Return value
none
Call to start measuring the content size. After drawing part of the interface, call UiEndFrame to get its size. Useful when you want the size of the image box to match the size of the content.
function client.draw()
UiPush()
UiBeginFrame()
UiColor(1.0, 1.0, 0.8)
UiTranslate(UiCenter(), 300)
UiFont("bold.ttf", 40)
UiText("Hello")
local panelWidth, panelHeight = UiEndFrame()
DebugPrint(math.ceil(panelWidth) .. "x" .. math.ceil(panelHeight))
UiPop()
end
UiResetFrame()
Arguments
none
Return value
none
Resets the current frame measured values
function client.draw()
UiPush()
UiTranslate(UiCenter(), 300)
UiFont("bold.ttf", 40)
UiBeginFrame()
UiTextButton("Button1")
UiTranslate(200, 0)
UiTextButton("Button2")
UiResetFrame()
local panelWidth, panelHeight = UiEndFrame()
DebugPrint("w: " .. panelWidth .. "; h:" .. panelHeight)
UiPop()
end
UiFrameOccupy(width, height)
Arguments
width (number) – Width
height (number) – Height
Return value
none
Occupies some space for current frame (between UiBeginFrame and UiEndFrame)
function client.draw()
UiPush()
UiBeginFrame()
UiColor(1.0, 1.0, 0.8)
UiRect(200, 200)
UiRect(300, 200)
UiFrameOccupy(500, 500)
local panelWidth, panelHeight = UiEndFrame()
DebugPrint(math.ceil(panelWidth) .. "x" .. math.ceil(panelHeight))
UiPop()
end
width, height = UiEndFrame()
Arguments
none
Return value
width (number) – Width of content drawn between since UiBeginFrame was called
height (number) – Height of content drawn between since UiBeginFrame was called
function client.draw()
UiPush()
UiBeginFrame()
UiColor(1.0, 1.0, 0.8)
UiRect(200, 200)
UiRect(300, 200)
local panelWidth, panelHeight = UiEndFrame()
DebugPrint(math.ceil(panelWidth) .. "x" .. math.ceil(panelHeight))
UiPop()
end
UiFrameSkipItem(skip)
Arguments
skip (boolean) – Should skip item
Return value
none
Sets whether to skip items in current ui scope for current ui frame. This items won't affect on the frame size
function client.draw() UiPush() UiBeginFrame() UiFrameSkipItem(true) --[[ ... ]] UiEndFrame() UiPop() end
frameNo = UiGetFrameNo()
Arguments
none
Return value
frameNo (number) – Frame number since the level start
function client.draw() local fNo = GetFrame() DebugPrint(fNo) end
index = UiGetLanguage()
Arguments
none
Return value
index (number) – Language index
local n = UiGetLanguage()
UiSetCursorState(state)
Arguments
state (number) –
Return value
none
Possible values are:
0 - show cursor (UI_CURSOR_SHOW)
1 - hide cursor (UI_CURSOR_HIDE)
2 - hide & lock cursor (UI_CURSOR_HIDE_AND_LOCK)
Allows you to force visibilty of cursor for next frame. If the cursor is hidden, gamepad navigation methods are used.
By default, in case of entering interactive UI state with gamepad, cursor will be shown and will be controlled using gamepad.
Thus, if you need to implement navigation using the gamepad's D-pad, you should call this function.
#include "ui/ui_helpers.lua"
function client.draw()
UiPush()
-- If the last input device was a gamepad, hide the cursor and proceed to control through D-pad navigation
if LastInputDevice() == UI_DEVICE_GAMEPAD then
UiSetCursorState(UI_CURSOR_HIDE_AND_LOCK)
end
UiMakeInteractive()
UiAlign("center")
UiColor(1.0, 1.0, 1.0)
UiButtonHoverColor(1.0, 0.5, 0.5)
UiFont("regular.ttf", 50)
UiTranslate(UiCenter(), 200)
UiTranslate(0, 100)
if UiTextButton("1") then
DebugPrint(1)
end
UiTranslate(0, 100)
if UiTextButton("2") then
DebugPrint(2)
end
UiPop()
end