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
FindBody
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
FindBodies
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
GetBodyTransform
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
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
GetBodyMass
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
IsBodyDynamic
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
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
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
GetBodyVelocity
velocity = GetBodyVelocity(handle)
Arguments
handle (number) – Body handle (should be a dynamic body)
Return value
velocity (TVec) – Linear velocity as vector
function init()
handle = FindBody("body", true)
local vel = Vec(0,10,0)
SetBodyVelocity(handle, vel)
end
function tick()
DebugPrint(VecStr(GetBodyVelocity(handle)))
end
GetBodyVelocityAtPos
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.
function init()
handle = FindBody("body", true)
local vel = Vec(0,10,0)
SetBodyVelocity(handle, vel)
end
function tick()
DebugPrint(VecStr(GetBodyVelocityAtPos(handle, Vec(0, 0, 0))))
end
SetBodyAngularVelocity
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 init()
handle = FindBody("body", true)
local angVel = Vec(0,100,0)
SetBodyAngularVelocity(handle, angVel)
end
GetBodyAngularVelocity
angVel = GetBodyAngularVelocity(handle)
Arguments
handle (number) – Body handle (should be a dynamic body)
Return value
angVel (TVec) – Angular velocity as vector
function init()
handle = FindBody("body", true)
local angVel = Vec(0,100,0)
SetBodyAngularVelocity(handle, angVel)
end
function tick()
DebugPrint(VecStr(GetBodyAngularVelocity(handle)))
end
IsBodyActive
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 tick()
handle = FindBody("body", true)
if IsBodyActive(handle) then
DebugPrint("Body is active")
end
end
SetBodyActive
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.
function tick()
handle = FindBody("body", true)
-- Forces body to "sleep"
SetBodyActive(handle, false)
if IsBodyActive(handle) then
DebugPrint("Body is active")
end
end
ApplyBodyImpulse
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 tick()
handle = FindBody("body", true)
local pos = Vec(0,1,0)
local imp = Vec(0,0,10)
ApplyBodyImpulse(handle, pos, imp)
end
GetBodyShapes
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 init()
handle = FindBody("body", true)
local shapes = GetBodyShapes(handle)
for i=1,#shapes do
local shape = shapes[i]
DebugPrint(shape)
end
end
GetBodyVehicle
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 init()
handle = FindBody("body", true)
local vehicle = GetBodyVehicle(handle)
DebugPrint(vehicle)
end
GetBodyBounds
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 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
GetBodyCenterOfMass
point = GetBodyCenterOfMass(handle)
Arguments
handle (number) – Body handle
Return value
point (TVec) – Vector representing local center of mass in body space
function init()
handle = FindBody("body", true)
end
function tick()
--Visualize center of mass on for body
local com = GetBodyCenterOfMass(handle)
local worldPoint = TransformToParentPoint(GetBodyTransform(handle), com)
DebugCross(worldPoint)
end
IsBodyVisible
visible = IsBodyVisible(handle, maxDist, [rejectTransparent])
Arguments
handle (number) – Body handle
maxDist (number) – Maximum visible distance
rejectTransparent (boolean, optional) – See through transparent materials. Default false.
Return value
visible (boolean) – Return true if body is visible
This will check if a body is currently visible in the camera frustum and
not occluded by other objects.
local handle = 0
function init()
handle = FindBody("body", true)
end
function tick()
if IsBodyVisible(handle, 25) then
--Body is within 25 meters visible to the camera
DebugPrint("visible")
else
DebugPrint("not visible")
end
end
IsBodyBroken
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 init()
handle = FindBody("body", true)
end
function tick()
DebugPrint(IsBodyBroken(handle))
end
IsBodyJointedToStatic
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 init()
handle = FindBody("body", true)
end
function tick()
DebugPrint(IsBodyJointedToStatic(handle))
end
DrawBodyOutline
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 init()
handle = FindBody("body", true)
end
function 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
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 init()
handle = FindBody("body", true)
end
function tick()
if InputDown("interact") then
DrawBodyHighlight(handle, 0.5)
end
end
GetBodyClosestPoint
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 init()
handle = FindBody("body", true)
end
function 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
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 init()
handleA = FindBody("body", true)
handleB = FindBody("target", true)
end
function tick()
--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
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 init()
handleA = FindBody("body", true)
handleB = FindBody("target", true)
end
function tick()
--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
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 init()
handleA = FindBody("body", true)
handleB = FindBody("target", true)
end
function tick()
--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
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 init()
handleA = FindBody("body", true)
handleB = FindBody("target", true)
end
function tick()
--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
GetWorldBody
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 init()
handle = GetWorldBody()
end
function tick()
DebugCross(GetBodyTransform(handle).pos)
end
FindShape
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 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 tick()
DebugCross(GetShapeWorldTransform(target).pos)
DebugCross(GetShapeWorldTransform(escape).pos)
end
FindShapes
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 init()
--Search for shapes tagged "body"
shapes = FindShapes("body", true)
end
function tick()
for i=1, #shapes do
local shape = shapes[i]
DebugCross(GetShapeWorldTransform(shape).pos)
end
end
GetShapeLocalTransform
transform = GetShapeLocalTransform(handle)
Arguments
handle (number) – Shape handle
Return value
transform (TTransform) – Return shape transform in body space
local shape = 0
function init()
shape = FindShape("shape")
end
function 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
SetShapeLocalTransform(handle, transform)
Arguments
handle (number) – Shape handle
transform (TTransform) – Shape transform in body space
Return value
none
local shape = 0
function init()
shape = FindShape("shape")
local transform = Transform(Vec(0, 1, 0), QuatEuler(0, 90, 0))
SetShapeLocalTransform(shape, transform)
end
function 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
GetShapeWorldTransform
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 init()
shape = FindShape("shape", true)
end
function tick()
DebugCross(GetShapeWorldTransform(shape).pos)
end
GetShapeBody
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 init()
body = GetShapeBody(FindShape("shape", true), true)
end
function tick()
DebugCross(GetBodyCenterOfMass(body))
end
GetShapeJoints
list = GetShapeJoints(shape)
Arguments
shape (number) – Shape handle
Return value
list (table) – Indexed table with joints connected to shape
local shape = 0
function init()
shape = FindShape("shape", true)
local hinges = GetShapeJoints(shape)
for i=1, #hinges do
local joint = hinges[i]
DebugPrint(joint)
end
end
GetShapeLights
list = GetShapeLights(shape)
Arguments
shape (number) – Shape handle
Return value
list (table) – Indexed table of lights owned by shape
local shape = 0
function init()
shape = FindShape("shape", true)
local light = GetShapeLights(shape)
for i=1, #light do
DebugPrint(light[i])
end
end
GetShapeBounds
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.
local shape = 0
function init()
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
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 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
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 init()
shape = FindShape("shape", true)
local density = 10.0
SetShapeDensity(shape, density)
end
GetShapeMaterialAtPosition
type, r, g, b, a, entry = GetShapeMaterialAtPosition(handle, pos)
Arguments
handle (number) – Shape handle
pos (TVec) – Position in world space
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 init()
shape = FindShape("shape", true)
end
function 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
GetShapeMaterialAtIndex
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 init()
shape = FindShape("shape", true)
local mat = GetShapeMaterialAtIndex(shape, 0, 0, 0)
DebugPrint("The voxel is of material: " .. mat)
end
GetShapeSize
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 init()
shape = FindShape("shape", true)
local x, y, z = GetShapeSize(shape)
DebugPrint("Shape size: " .. x .. ";" .. y .. ";" .. z)
end
GetShapeVoxelCount
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 init()
shape = FindShape("shape", true)
local voxelCount = GetShapeVoxelCount(shape)
DebugPrint(voxelCount)
end
IsShapeVisible
visible = IsShapeVisible(handle, maxDist, [rejectTransparent])
Arguments
handle (number) – Shape handle
maxDist (number) – Maximum visible distance
rejectTransparent (boolean, optional) – See through transparent materials. Default false.
Return value
visible (boolean) – Return true if shape is visible
This will check if a shape is currently visible in the camera frustum and
not occluded by other objects.
local shape = 0
function init()
shape = FindShape("shape", true)
end
function tick()
if IsShapeVisible(shape, 25) then
DebugPrint("Shape is visible")
else
DebugPrint("Shape is not visible")
end
end
IsShapeBroken
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 init()
shape = FindShape("shape", true)
end
function tick()
DebugPrint("Is shape broken: " .. tostring(IsShapeBroken(shape)))
end
DrawShapeOutline
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 init()
shape = FindShape("shape", true)
end
function 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
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 init()
shape = FindShape("shape", true)
end
function tick()
if InputDown("interact") then
DrawShapeHighlight(shape, 0.5)
end
end
SetShapeCollisionFilter
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 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
CreateShape
newShape = CreateShape(body, transform, refShape)
Arguments
body (number) – Body handle
transform (TTransform) – Shape transform in body space
refShape (number) – 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.
function tick()
if InputPressed("interact") 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
ClearShape(shape)
Arguments
shape (number) – Shape handle
Return value
none
Fill a voxel shape with zeroes, thus removing all voxels.
function init()
ClearShape(FindShape("shape", true))
end
ResizeShape
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 init()
ResizeShape(FindShape("shape", true), -5, 0, -5, 5, 5, 5)
end
SetShapeBody
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 init()
SetShapeBody(FindShape("shape", true), FindBody("custombody", true), true)
end
CopyShapeContent
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 init()
CopyShapeContent(FindShape("shape", true), FindShape("shape2", true))
end
CopyShapePalette
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 init()
CopyShapePalette(FindShape("shape", true), FindShape("shape2", true))
end
GetShapePalette
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 init()
local palette = GetShapePalette(FindShape("shape2", true))
for i = 1, #palette do
DebugPrint(palette[i])
end
end
GetShapeMaterial
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 init()
local type, r, g, b, a, reflectivity, shininess, metallic, emissive = GetShapeMaterial(FindShape("shape2", true), 1)
DebugPrint(type)
end
SetBrush
SetBrush(type, size, index, [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) – 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 init()
SetBrush("sphere", 3, 3)
end
DrawShapeLine
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 accupied by another shape in the scene.
function init()
SetBrush("sphere", 3, 1)
DrawShapeLine(FindShape("shape"), 0, 0, 0, 10, 50, 5, false, true)
end
DrawShapeBox
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 init()
SetBrush("sphere", 3, 4)
DrawShapeBox(FindShape("shape", true), 0, 0, 0, 10, 50, 5)
end
ExtrudeShape
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 init()
SetBrush("sphere", 3, 4)
shape = FindShape("shape")
ExtrudeShape(shape, 0, 5, 0, -1, 0, 0, 50, "exact")
end
TrimShape
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 init()
shape = FindShape("shape", true)
TrimShape(shape)
end
SplitShape
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 init()
shape = FindShape("shape", true)
SplitShape(shape, true)
end
MergeShape
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 init()
shape = FindShape("shape", true)
DebugPrint(shape)
shape = MergeShape(shape)
DebugPrint(shape)
end
IsShapeDisconnected
disconnected = IsShapeDisconnected(shape)
Arguments
shape (number) – Input shape
Return value
disconnected (boolean) – True if shape disconnected (has detached parts)
function tick()
DebugWatch("IsShapeDisconnected", IsShapeDisconnected(FindShape("shape", true)))
end
IsStaticShapeDetached
disconnected = IsStaticShapeDetached(shape)
Arguments
shape (number) – Input shape
Return value
disconnected (boolean) – True if static shape has detached parts
function tick()
DebugWatch("IsStaticShapeDetached", IsStaticShapeDetached(FindShape("shape_glass", true)))
end
GetShapeClosestPoint
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 init()
shape = FindShape("shape", true)
end
function tick()
DebugCross(Vec(1, 0, 0))
local hit, p, n, s = GetShapeClosestPoint(shape, Vec(1, 0, 0))
if hit then
DebugCross(p)
end
end
IsShapeTouching
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 init()
shapeA = FindShape("shape")
shapeB = FindShape("shape2")
end
function tick()
DebugPrint(IsShapeTouching(shapeA, shapeB))
end
FindLocation
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 init()
loc = FindLocation("loc1")
end
function tick()
DebugCross(GetLocationTransform(loc).pos)
end
FindLocations
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 init()
locations = FindLocations("loc1")
for i=1, #locations do
local loc = locations[i]
DebugPrint(DebugPrint(loc))
end
end
GetLocationTransform
transform = GetLocationTransform(handle)
Arguments
handle (number) – Location handle
Return value
transform (TTransform) – Transform of the location
local location = 0
function init()
location = FindLocation("loc1")
DebugPrint(VecStr(GetLocationTransform(location).pos))
end
FindJoint
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 init()
local joint = FindJoint("doorhinge")
DebugPrint(joint)
end
FindJoints
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 init()
local hinges = FindJoints("doorhinge")
for i=1, #hinges do
local joint = hinges[i]
DebugPrint(joint)
end
end
IsJointBroken
broken = IsJointBroken(joint)
Arguments
joint (number) – Joint handle
Return value
broken (boolean) – True if joint is broken
function init()
local broken = IsJointBroken(FindJoint("joint"))
DebugPrint(broken)
end
GetJointType
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 init()
local joint = FindJoint("joint")
if GetJointType(joint) == "rope" then
DebugPrint("Joint is rope")
end
end
GetJointOtherShape
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 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
GetJointShapes
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 init()
joint = FindJoint("joint")
mainBody = GetVehicleBody(FindVehicle("vehicle"))
shapes = GetJointShapes(joint)
end
function 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
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 init()
--Set motor speed to 0.5 radians per second
SetJointMotor(FindJoint("hinge"), 0.5)
end
SetJointMotorTarget
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 init()
--Make joint reach a 45 degree angle, going at a maximum of 3 radians per second
SetJointMotorTarget(FindJoint("hinge"), 45, 3)
end
GetJointLimits
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 init()
local min, max = GetJointLimits(FindJoint("hinge"))
DebugPrint(min .. "-" .. max)
end
GetJointMovement
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 init()
local current = GetJointMovement(FindJoint("hinge"))
DebugPrint(current)
end
GetJointedBodies
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 init()
body = FindBody("body")
end
function 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
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 init()
DetachJointFromShape(FindJoint("joint"), FindShape("door"))
end
GetRopeNumberOfPoints
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 init()
local joint = FindJoint("joint")
local numberPoints = GetRopeNumberOfPoints(joint)
end
GetRopePointPosition
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 init()
local joint = FindJoint("joint")
numberPoints = GetRopeNumberOfPoints(joint)
for pointIndex = 1, numberPoints do
DebugCross(GetRopePointPosition(joint, pointIndex))
end
end
GetRopeBounds
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 init()
local joint = FindJoint("joint")
local mi, ma = GetRopeBounds(joint)
DebugCross(mi)
DebugCross(ma)
end
BreakRope
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 tick()
local playerCameraTransform = GetPlayerCameraTransform()
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
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
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)
GetBoneChainLength
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")
FindAnimator
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)
FindAnimators
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
GetAnimatorTransform
transform = GetAnimatorTransform(handle)
Arguments
handle (number) – Animator handle
Return value
transform (TTransform) – World space transform of the animator
local pos = GetAnimatorTransform(animator).pos
GetAnimatorAdjustTransformIK
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
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
MakeRagdoll(handle)
Arguments
handle (number) – Animator handle
Return value
none
Make all prefab bodies physical and leave control to physics system
MakeRagdoll(animator)
UnRagdoll
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)
PlayAnimation
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
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")
PlayAnimationInstance
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
StopAnimationInstance(handle, instance)
Arguments
handle (number) – Animator handle
instance (number) – Instance handle
Return value
none
This will stop the playing anim-instance
PlayAnimationFrame
PlayAnimationFrame(handle, name, time, [weight], [filter])
Arguments
handle (number) – Animator handle
name () – Animation name
time () – 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
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
EndAnimationGroup(handle)
Arguments
handle (number) – Animator handle
Return value
none
Ends the group created by BeginAnimationGroup
PlayAnimationInstances
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)
GetAnimationClipNames
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
GetAnimationClipDuration
time = GetAnimationClipDuration(handle, name)
Arguments
handle (number) – Animator handle
name () – Animation name
Return value
time () – Total duration of the animation
SetAnimationClipFade
SetAnimationClipFade(handle, name, fadein, fadeout)
Arguments
handle () – Animator handle
name () – Animation name
fadein () – Fadein time of the animation
fadeout (number) – Fadeout time of the animation
Return value
none
SetAnimationClipFade(animator, "fire", 0.5, 0.5)
SetAnimationClipSpeed
SetAnimationClipSpeed(handle, name, speed)
Arguments
handle (number) – Animator handle
name () – Animation name
speed () – 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
TrimAnimationClip(handle, name, begoffset, [endoffset])
Arguments
handle () – Animator handle
name () – 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)
GetAnimationClipLoopPosition
time = GetAnimationClipLoopPosition(handle, name)
Arguments
handle (number) – Animator handle
name () – Animation name
Return value
time () – Time of the current playposition in the animation
GetAnimationInstancePosition
time = GetAnimationInstancePosition(handle, instance)
Arguments
handle (number) – Animator handle
instance (number) – Instance handle
Return value
time () – Time of the current playposition in the animation
SetAnimationClipLoopPosition
SetAnimationClipLoopPosition(handle, name, time)
Arguments
handle (number) – Animator handle
name () – Animation name
time () – Time in the animation
Return value
none
--This will set the current playposition to one second
SetAnimationClipLoopPosition(animator, "walking", 1)
SetBoneRotation
SetBoneRotation(handle, name, quat, [weight])
Arguments
handle (number) – Animator handle
name () – Bone name
quat () – 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
SetBoneLookAt(handle, name, point, [weight])
Arguments
handle (number) – Animator handle
name () – Bone name
point () – 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
RotateBone(handle, name, quat, [weight])
Arguments
handle (number) – Animator handle
name () – Bone name
quat () – 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)
GetBoneNames
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
GetBoneBody
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
GetBoneWorldTransform
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
GetBoneBindPoseTransform
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")
FindLight
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 init()
local light = FindLight("main")
DebugPrint(light)
end
FindLights
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 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
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 init()
SetLightEnabled(FindLight("main"), false)
end
SetLightColor
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 init()
--Set light color to yellow
SetLightColor(FindLight("main"), 1, 1, 0)
end
SetLightIntensity
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 init()
--Pulsate light
SetLightIntensity(FindLight("main"), math.sin(GetTime())*0.5 + 1.0)
end
GetLightTransform
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 init()
light = FindLight("main")
local t = GetLightTransform(light)
DebugPrint(VecStr(t.pos))
end
GetLightShape
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 init()
light = FindLight("main")
local shape = GetLightShape(light)
DebugPrint(shape)
end
IsLightActive
active = IsLightActive(handle)
Arguments
handle (number) – Light handle
Return value
active (boolean) – True if light is currently emitting light
local light = 0
function init()
light = FindLight("main")
if IsLightActive(light) then
DebugPrint("Light is active")
end
end
IsPointAffectedByLight
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 init()
light = FindLight("main")
local point = Vec(0, 10, 0)
local affected = IsPointAffectedByLight(light, point)
DebugPrint(affected)
end
GetFlashlight
handle = GetFlashlight()
Arguments
none
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 tick()
local flashlight = GetFlashlight()
SetProperty(flashlight, "color", Vec(0.5, 0, 1))
end
SetFlashlight
SetFlashlight(handle)
Arguments
handle (number) – Handle of the light
Return value
none
Sets a new entity of the Light type as a flashlight.
local oldLight = 0
function tick()
-- in order not to lose the original flashlight, it is better to save it's handle
oldLight = GetFlashlight()
SetFlashlight(FindEntity("mylight", true))
end
FindTrigger
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 init()
local goal = FindTrigger("goal")
end
FindTriggers
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 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
GetTriggerTransform
transform = GetTriggerTransform(handle)
Arguments
handle (number) – Trigger handle
Return value
transform (TTransform) – Current trigger transform in world space
function init()
local trigger = FindTrigger("toxic")
local t = GetTriggerTransform(trigger)
DebugPrint(t.pos)
end
SetTriggerTransform
SetTriggerTransform(handle, transform)
Arguments
handle (number) – Trigger handle
transform (TTransform) – Desired trigger transform in world space
Return value
none
function init()
local trigger = FindTrigger("toxic")
local t = Transform(Vec(0, 1, 0), QuatEuler(0, 90, 0))
SetTriggerTransform(trigger, t)
end
GetTriggerBounds
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 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
IsBodyInTrigger
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 init()
trigger = FindTrigger("toxic")
body = FindBody("body")
end
function tick()
if IsBodyInTrigger(trigger, body) then
DebugPrint("In trigger!")
end
end
IsVehicleInTrigger
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 init()
trigger = FindTrigger("toxic")
vehicle = FindVehicle("vehicle")
end
function tick()
if IsVehicleInTrigger(trigger, vehicle) then
DebugPrint("In trigger!")
end
end
IsShapeInTrigger
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 init()
trigger = FindTrigger("toxic")
shape = FindShape("shape")
end
function tick()
if IsShapeInTrigger(trigger, shape) then
DebugPrint("In trigger!")
end
end
IsPointInTrigger
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 init()
trigger = FindTrigger("toxic", true)
point = Vec(0, 0, 0)
end
function tick()
if IsPointInTrigger(trigger, point) then
DebugPrint("In trigger!")
end
end
IsPointInBoundaries
value = IsPointInBoundaries(point)
Arguments
point (TVec) – Point
Return value
value (boolean) – True if point is inside scene boundaries
Checks whether the point is within the scene boundaries.
If there are no boundaries on the scene, the function returns True.
function tick()
local p = Vec(1.5, 3, 2.5)
DebugWatch("In boundaries", IsPointInBoundaries(p))
end
IsTriggerEmpty
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 init()
trigger = FindTrigger("toxic")
end
function tick()
local empty, highPoint = IsTriggerEmpty(trigger)
if not empty then
--highPoint[2] is the tallest point in trigger
DebugPrint("Is not empty")
end
end
GetTriggerDistance
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 init()
trigger = FindTrigger("toxic")
local p = Vec(0, 10, 0)
local dist = GetTriggerDistance(trigger, p)
DebugPrint(dist)
end
GetTriggerClosestPoint
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 init()
trigger = FindTrigger("toxic")
local p = Vec(0, 10, 0)
local closest = GetTriggerClosestPoint(trigger, p)
DebugPrint(closest)
end
FindScreen
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 init()
local screen = FindScreen("tv")
DebugPrint(screen)
end
FindScreens
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 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
SetScreenEnabled(screen, enabled)
Arguments
screen (number) – Screen handle
enabled (boolean) – True if screen should be enabled
Return value
none
Enable or disable screen
function init()
SetScreenEnabled(FindScreen("tv"), true)
end
IsScreenEnabled
enabled = IsScreenEnabled(screen)
Arguments
screen (number) – Screen handle
Return value
enabled (boolean) – True if screen is enabled
function init()
local b = IsScreenEnabled(FindScreen("tv"))
DebugPrint(b)
end
GetScreenShape
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 init()
screen = FindScreen("tv")
local shape = GetScreenShape(screen)
DebugPrint(shape)
end
FindVehicle
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 init()
local vehicle = FindVehicle("mycar")
end
FindVehicles
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 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
GetVehicleTransform
transform = GetVehicleTransform(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
transform (TTransform) – Transform of vehicle
function init()
local vehicle = FindVehicle("vehicle")
local t = GetVehicleTransform(vehicle)
end
GetVehicleExhaustTransforms
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 tick()
local vehicle = FindVehicle("car", true)
local t = GetVehicleExhaustTransforms(vehicle)
for i = 1, #t do
DebugWatch(tostring(i), t[i])
end
end
GetVehicleVitalTransforms
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 tick()
local vehicle = FindVehicle("car", true)
local t = GetVehicleVitalTransforms(vehicle)
for i = 1, #t do
DebugWatch(tostring(i), t[i])
end
end
GetVehicleBodies
transforms = GetVehicleBodies(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
transforms (table) – Vehicle bodies handles
function tick()
local vehicle = FindVehicle("car", true)
local t = GetVehicleBodies(vehicle)
for i = 1, #t do
DebugWatch(tostring(i), t[i])
end
end
GetVehicleBody
body = GetVehicleBody(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
body (number) – Main body of vehicle
function init()
local vehicle = FindVehicle("vehicle")
local body = GetVehicleBody(vehicle)
if IsBodyBroken(body) then
DebugPrint("Is broken")
end
end
GetVehicleHealth
health = GetVehicleHealth(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
health (number) – Vehicle health (zero to one)
function init()
local vehicle = FindVehicle("vehicle")
local health = GetVehicleHealth(vehicle)
DebugPrint(health)
end
GetVehicleParams
params = GetVehicleParams(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
params (table) – Vehicle params
function tick()
local params = GetVehicleParams(FindVehicle("car", true))
for key, value in pairs(params) do
DebugWatch(key, value)
end
end
SetVehicleParam
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 init()
SetVehicleParam(FindVehicle("car", true), "topspeed", 200)
end
GetVehicleDriverPos
pos = GetVehicleDriverPos(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
pos (TVec) – Driver position as vector in vehicle space
function init()
local vehicle = FindVehicle("vehicle")
local driverPos = GetVehicleDriverPos(vehicle)
local t = GetVehicleTransform(vehicle)
local worldPos = TransformToParentPoint(t, driverPos)
DebugPrint(worldPos)
end
GetVehicleSteering
steering = GetVehicleSteering(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
steering (number) – Driver steering value -1 to 1
local steering = GetVehicleSteering(vehicle)
GetVehicleDrive
drive = GetVehicleDrive(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
drive (number) – Driver drive value -1 to 1
local drive = GetVehicleDrive(vehicle)
DriveVehicle
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 tick()
--Drive mycar forwards
local v = FindVehicle("mycar")
DriveVehicle(v, 1, 0, false)
end
GetPlayerPos
position = GetPlayerPos()
Arguments
none
Return value
position (TVec) – Player center position
Return center point of player. This function is deprecated.
Use GetPlayerTransform instead.
function init()
local p = GetPlayerPos()
DebugPrint(p)
--This is equivalent to
p = VecAdd(GetPlayerTransform().pos, Vec(0,1,0))
DebugPrint(p)
end
GetPlayerAimInfo
hit, startpos, endpos, direction, hitnormal, hitdist, hitentity, hitmaterial = GetPlayerAimInfo(position, [maxdist])
Arguments
position (TVec) – Start position of the search
maxdist (number, optional) – Max search distance
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)
GetPlayerPitch
pitch = GetPlayerPitch()
Arguments
none
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 init()
local pitchRotation = Quat(Vec(1,0,0), GetPlayerPitch())
end
GetPlayerCrouch
recoil = GetPlayerCrouch()
Arguments
none
Return value
recoil (number) – Current player crouch
function tick()
local crouch = GetPlayerCrouch()
if crouch > 0.0 then
...
end
end
GetPlayerTransform
transform = GetPlayerTransform([includePitch])
Arguments
includePitch (boolean, optional) – Include the player pitch (look up/down) in transform
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 unless includePitch
is set to true. If you want the transform of the eye, use GetPlayerCameraTransform() instead.
function init()
local t = GetPlayerTransform()
DebugPrint(TransformStr(t))
end
SetPlayerTransform
SetPlayerTransform(transform, [includePitch])
Arguments
transform (TTransform) – Desired player transform
includePitch (boolean, optional) – Set player pitch (look up/down) as well
Return value
none
Instantly teleport the player to desired transform. Unless includePitch is
set to true, up/down look angle will be set to zero during this process.
Player velocity will be reset to zero.
function tick()
if InputPressed("jump") then
local t = Transform(Vec(50, 0, 0), QuatEuler(0, 90, 0))
SetPlayerTransform(t)
end
end
ClearPlayerRig
ClearPlayerRig(rig-id)
Arguments
rig-id (number) – Unique rig-id, -1 means all rigs
Return value
none
--Clear specific rig
ClearPlayerRig(someId)
--Clear all rigs
ClearPlayerRig(-1)
SetPlayerRigLocationLocalTransform
SetPlayerRigLocationLocalTransform(rig-id, name, location)
Arguments
rig-id (number) – Unique id
name (string) – Name of location
location (table) – Rig Local transform of the location
Return value
none
local someBody = FindBody("bodyname")
SetPlayerRigLocationLocalTransform(someBody, "ik_foot_l", TransformToLocalTransform(GetBodyTransform(someBody), GetLocationTransform(FindLocation("ik_foot_l"))))
SetPlayerRigTransform
SetPlayerRigTransform(rig-id, location)
Arguments
rig-id (number) – Unique id
location (table) – New world transform
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))
GetPlayerRigTransform
location = GetPlayerRigTransform()
Arguments
none
Return value
location (table) – Transform of the current active player-rig, nil otherwise
GetPlayerRigLocationWorldTransform
location = GetPlayerRigLocationWorldTransform(name)
Arguments
name (string) – Name of location
Return value
location (table) – Transform of a location in world space
local t = GetPlayerRigLocationWorldTransform("ik_hand_l")
SetPlayerRigTags
SetPlayerRigTags(tag, [value])
Arguments
tag (string) – Tag name
value (string, optional) – Tag value
Return value
none
GetPlayerRigHasTag
exists = GetPlayerRigHasTag(tag)
Arguments
tag (string) – Tag name
Return value
exists (boolean) – Returns true if entity has tag
GetPlayerRigTagValue
value = GetPlayerRigTagValue(tag)
Arguments
tag (string) – Tag name
Return value
value (string) – Returns the tag value, if any. Empty string otherwise.
SetPlayerGroundVelocity
SetPlayerGroundVelocity(vel)
Arguments
vel (TVec) – Desired ground velocity
Return value
none
Make the ground act as a conveyor belt, pushing the player even if ground shape is static.
function tick()
SetPlayerGroundVelocity(Vec(2,0,0))
end
GetPlayerEyeTransform
transform = GetPlayerEyeTransform()
Arguments
none
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 init()
local t = GetPlayerEyeTransform()
DebugPrint(TransformStr(t))
end
GetPlayerCameraTransform
transform = GetPlayerCameraTransform()
Arguments
none
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 init()
local t = GetPlayerCameraTransform()
DebugPrint(TransformStr(t))
end
SetPlayerCameraOffsetTransform
SetPlayerCameraOffsetTransform(transform, [stackable])
Arguments
transform (TTransform) – Desired player camera offset transform
stackable (boolean, optional) – True if eye 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 tick()
local t = Transform(Vec(), QuatAxisAngle(Vec(1, 0, 0), math.sin(GetTime()*3.0) * 3.0))
SetPlayerCameraOffsetTransform(t)
end
SetPlayerSpawnTransform
SetPlayerSpawnTransform(transform)
Arguments
transform (TTransform) – Desired player spawn transform
Return value
none
Call this function during init to alter the player spawn transform.
function init()
local t = Transform(Vec(10, 0, 0), QuatEuler(0, 90, 0))
SetPlayerSpawnTransform(t)
end
SetPlayerSpawnHealth
SetPlayerSpawnHealth(health)
Arguments
health (number) – Desired player spawn health (between zero and one)
Return value
none
Call this function during init to alter the player spawn health amount.
function init()
SetPlayerSpawnHealth(0.5)
end
SetPlayerSpawnTool
SetPlayerSpawnTool(id)
Arguments
id (string) – Tool unique identifier
Return value
none
Call this function during init to alter the player spawn active tool.
function init()
SetPlayerSpawnTool("pistol")
end
GetPlayerVelocity
velocity = GetPlayerVelocity()
Arguments
none
Return value
velocity (TVec) – Player velocity in world space as vector
function tick()
local vel = GetPlayerVelocity()
DebugPrint(VecStr(vel))
end
SetPlayerVehicle
SetPlayerVehicle(vehicle)
Arguments
vehicle (number) – Handle to vehicle or zero to not drive.
Return value
none
Drive specified vehicle.
function tick()
if InputPressed("interact") then
local car = FindVehicle("mycar")
SetPlayerVehicle(car)
end
end
SetPlayerAnimator
SetPlayerAnimator(animator)
Arguments
animator (number) – Handle to animator or zero for no animator
Return value
none
GetPlayerAnimator
animator = GetPlayerAnimator()
Arguments
none
Return value
animator (number) – Handle to animator or zero for no animator
SetPlayerVelocity
SetPlayerVelocity(velocity)
Arguments
velocity (TVec) – Player velocity in world space as vector
Return value
none
function tick()
if InputPressed("jump") then
SetPlayerVelocity(Vec(0, 5, 0))
end
end
GetPlayerVehicle
handle = GetPlayerVehicle()
Arguments
none
Return value
handle (number) – Current vehicle handle, or zero if not in vehicle
function tick()
local vehicle = GetPlayerVehicle()
if vehicle ~= 0 then
DebugPrint("Player drives the vehicle")
end
end
IsPlayerGrounded
isGrounded = IsPlayerGrounded()
Arguments
none
Return value
isGrounded (boolean) – Whether the player is grounded
local isGrounded = IsPlayerGrounded()
GetPlayerGrabShape
handle = GetPlayerGrabShape()
Arguments
none
Return value
handle (number) – Handle to grabbed shape or zero if not grabbing.
function tick()
local shape = GetPlayerGrabShape()
if shape ~= 0 then
DebugPrint("Player is grabbing a shape")
end
end
GetPlayerGrabBody
handle = GetPlayerGrabBody()
Arguments
none
Return value
handle (number) – Handle to grabbed body or zero if not grabbing.
function tick()
local body = GetPlayerGrabBody()
if body ~= 0 then
DebugPrint("Player is grabbing a body")
end
end
ReleasePlayerGrab
ReleasePlayerGrab()
Arguments
none
Return value
none
Release what the player is currently holding
function tick()
if InputPressed("jump") then
ReleasePlayerGrab()
end
end
GetPlayerGrabPoint
pos = GetPlayerGrabPoint()
Arguments
none
Return value
pos (TVec) – The world space grab point.
local body = GetPlayerGrabBody()
if body ~= 0 then
local pos = GetPlayerGrabPoint()
end
GetPlayerPickShape
handle = GetPlayerPickShape()
Arguments
none
Return value
handle (number) – Handle to picked shape or zero if nothing is picked
function tick()
local shape = GetPlayerPickShape()
if shape ~= 0 then
DebugPrint("Picked shape " .. shape)
end
end
GetPlayerPickBody
handle = GetPlayerPickBody()
Arguments
none
Return value
handle (number) – Handle to picked body or zero if nothing is picked
function tick()
local body = GetPlayerPickBody()
if body ~= 0 then
DebugWatch("Pick body ", body)
end
end
GetPlayerInteractShape
handle = GetPlayerInteractShape()
Arguments
none
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 tick()
local shape = GetPlayerInteractShape()
if shape ~= 0 then
DebugPrint("Interact shape " .. shape)
end
end
GetPlayerInteractBody
handle = GetPlayerInteractBody()
Arguments
none
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 tick()
local body = GetPlayerInteractBody()
if body ~= 0 then
DebugPrint("Interact body " .. body)
end
end
SetPlayerScreen
SetPlayerScreen(handle)
Arguments
handle (number) – Handle to screen or zero for no screen
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 tick()
if InputPressed("interact") then
if GetPlayerScreen() ~= 0 then
SetPlayerScreen(0)
else
SetPlayerScreen(screen)
end
end
end
GetPlayerScreen
handle = GetPlayerScreen()
Arguments
none
Return value
handle (number) – Handle to interacted screen or zero if none
function tick()
if InputPressed("interact") then
if GetPlayerScreen() ~= 0 then
SetPlayerScreen(0)
else
SetPlayerScreen(screen)
end
end
end
SetPlayerHealth
SetPlayerHealth(health)
Arguments
health (number) – Set player health (between zero and one)
Return value
none
function tick()
if InputPressed("interact") then
if GetPlayerHealth() < 0.75 then
SetPlayerHealth(1.0)
else
SetPlayerHealth(0.5)
end
end
end
GetPlayerHealth
health = GetPlayerHealth()
Arguments
none
Return value
health (number) – Current player health
function tick()
if InputPressed("interact") then
if GetPlayerHealth() < 0.75 then
SetPlayerHealth(1.0)
else
SetPlayerHealth(0.5)
end
end
end
SetPlayerRegenerationState
SetPlayerRegenerationState(state)
Arguments
state (boolean) – State of player regeneration
Return value
none
Enable or disable regeneration for player
function init()
-- disable regeneration for player
SetPlayerRegenerationState(false)
end
RespawnPlayer
RespawnPlayer()
Arguments
none
Return value
none
Respawn player at spawn position without modifying the scene
function tick()
if InputPressed("interact") then
RespawnPlayer()
end
end
GetPlayerWalkingSpeed
speed = GetPlayerWalkingSpeed()
Arguments
none
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 tick()
DebugPrint(GetPlayerWalkingSpeed())
end
SetPlayerWalkingSpeed
SetPlayerWalkingSpeed(speed)
Arguments
speed (number) – Set player base walking speed
Return value
none
This function sets base speed, but real player speed depends on many
factors such as health, crouch, water, grabbing objects.
function tick()
if InputDown("shift") then
SetPlayerWalkingSpeed(15.0)
else
SetPlayerWalkingSpeed(7.0)
end
end
GetPlayerParam
value = GetPlayerParam(parameter)
Arguments
parameter (string) – Parameter name
Return value
value (any) – Parameter value
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 |
Restitution | float | Player body restitution |
FlyMode | boolean   | If the value is True, the player will fly |
function 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)
if InputPressed("g") then
SetPlayerParam(paramName, not param)
end
end
SetPlayerParam
SetPlayerParam(parameter, value)
Arguments
parameter (string) – Parameter name
value (any) – Parameter value
Return value
none
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 |
Restitution | float | Player body restitution |
FlyMode | boolean   | If the value is True, the player will fly |
function tick()
-- The parameter names are case-insensitive, so any of the specified writing styles will be correct:
-- "JumpSpeed", "jumpspeed", "jumpSpeed"
local paramName = "JumpSpeed"
local param = GetPlayerParam(paramName)
DebugWatch(paramName, param)
if InputDown("shift") then
-- JumpSpeed sets for 1 frame
SetPlayerParam(paramName, 10)
end
end
SetPlayerHidden
SetPlayerHidden()
Arguments
none
Return value
none
Use this function to hide the player character.
function tick()
...
SetCameraTransform(t)
SetPlayerHidden()
end
RegisterTool
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
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 init()
RegisterTool("lasergun", "Laser Gun", "MOD/vox/lasergun.vox")
SetBool("game.tool.lasergun.enabled", true)
end
function tick()
if GetString("game.player.tool") == "lasergun" then
--Tool is selected. Tool logic goes here.
end
end
GetToolBody
handle = GetToolBody()
Arguments
none
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 tick()
local toolBody = GetToolBody()
if toolBody~=0 then
DebugPrint("Tool body: " .. toolBody)
end
end
GetToolHandPoseLocalTransform
right, left = GetToolHandPoseLocalTransform()
Arguments
none
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()
GetToolHandPoseWorldTransform
right, left = GetToolHandPoseWorldTransform()
Arguments
none
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
SetToolHandPoseLocalTransform(right, left)
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
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 the tool's transform is not explicitly set or is set using SetToolTransform, not calling this function will trigger a fallback solution where the right hand is automatically positioned.
- If the tool is animated using the SetToolTransformOverride function, not calling this function will result in the character's animation taking control of the hand movement
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
GetToolLocationLocalTransform
location = GetToolLocationLocalTransform(name)
Arguments
name (string) – Name of location
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)
GetToolLocationWorldTransform
location = GetToolLocationWorldTransform(name)
Arguments
name (string) – Name of location
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
SetToolTransform(transform, [sway])
Arguments
transform (TTransform) – Tool body transform
sway (number, optional) – Tool sway amount. Default is 1.0.
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 init()
--Offset the tool half a meter to the right
local offset = Transform(Vec(0.5, 0, 0))
SetToolTransform(offset)
end
SetToolTransformOverride
SetToolTransformOverride(transform)
Arguments
transform (TTransform) – Tool body transform
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 init()
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
SetToolOffset(offset)
Arguments
offset (TVec) – Tool body offset
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 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
LoadSound
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 init()
local snd = LoadSound("warning-beep.ogg")
end
UnloadSound
UnloadSound(handle)
Arguments
handle (number) – Sound handle
Return value
none
function init()
local snd = LoadSound("warning-beep.ogg")
UnloadSound(snd)
end
LoadLoop
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 init()
loop = LoadLoop("radio/jazz.ogg")
end
function tick()
local pos = Vec(0, 0, 0)
PlayLoop(loop, pos, 1.0)
end
UnloadLoop
UnloadLoop(handle)
Arguments
handle (number) – Loop handle
Return value
none
local loop = -1
function init()
loop = LoadLoop("radio/jazz.ogg")
end
function 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
SetSoundLoopUser
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 init()
local loop = LoadLoop("radio/jazz.ogg")
SetSoundLoopUser(loop, 0)
end
--This function will move (if possible) sound to gamepad of appropriate user
PlaySound
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 init()
snd = LoadSound("warning-beep.ogg")
end
function 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 init()
snd = LoadSound("example-sound0.ogg")
end
-- Plays a random sound from the loaded sound series
function tick()
if trigSound then
local pos = Vec(100, 0, 0)
PlaySound(snd, pos, 0.5)
end
end
]]
PlaySoundForUser
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 init()
snd = LoadSound("warning-beep.ogg")
end
function 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 init()
snd = LoadSound("example-sound0.ogg")
end
-- Plays a random sound from the loaded sound series
function tick()
if trigSound then
local pos = Vec(100, 0, 0)
PlaySoundForUser(snd, 0, pos, 0.5)
end
end
]]
StopSound
StopSound(handle)
Arguments
handle (number) – Sound play handle
Return value
none
local snd
function init()
snd = LoadSound("radio/jazz.ogg")
end
local sndPlay
function 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
IsSoundPlaying
playing = IsSoundPlaying(handle)
Arguments
handle (number) – Sound play handle
Return value
playing (boolean) – True if sound is playing, false otherwise.
local snd
function init()
snd = LoadSound("radio/jazz.ogg")
end
local sndPlay
function 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
GetSoundProgress
progress = GetSoundProgress(handle)
Arguments
handle (number) – Sound play handle
Return value
progress (number) – Current sound progress in seconds.
local snd
function init()
snd = LoadSound("radio/jazz.ogg")
end
local sndPlay
function 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
SetSoundProgress(handle, progress)
Arguments
handle (number) – Sound play handle
progress (number) – Progress in seconds
Return value
none
local snd
function init()
snd = LoadSound("radio/jazz.ogg")
end
local sndPlay
function 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
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 init()
loop = LoadLoop("radio/jazz.ogg")
end
function tick()
local pos = Vec(0, 0, 0)
PlayLoop(loop, pos, 1.0)
end
GetSoundLoopProgress
progress = GetSoundLoopProgress(handle)
Arguments
handle (number) – Loop handle
Return value
progress (number) – Current music progress in seconds.
function init()
loop = LoadLoop("radio/jazz.ogg")
end
function 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
SetSoundLoopProgress(handle, [progress])
Arguments
handle (number) – Loop handle
progress (number, optional) – Progress in seconds. Default 0.0.
Return value
none
function init()
loop = LoadLoop("radio/jazz.ogg")
end
function 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
PlayMusic(path)
Arguments
path (string) – Music path
Return value
none
function init()
PlayMusic("about.ogg")
end
StopMusic
StopMusic()
Arguments
none
Return value
none
function init()
PlayMusic("about.ogg")
end
function tick()
if InputDown("interact") then
StopMusic()
end
end
IsMusicPlaying
playing = IsMusicPlaying()
Arguments
none
Return value
playing (boolean) – True if music is playing, false otherwise.
function init()
PlayMusic("about.ogg")
end
function tick()
if InputPressed("interact") and IsMusicPlaying() then
DebugPrint("music is playing")
end
end
SetMusicPaused
SetMusicPaused(paused)
Arguments
paused (boolean) – True to pause, false to resume.
Return value
none
function init()
PlayMusic("about.ogg")
end
function tick()
if InputPressed("interact") then
SetMusicPaused(IsMusicPlaying())
end
end
GetMusicProgress
progress = GetMusicProgress()
Arguments
none
Return value
progress (number) – Current music progress in seconds.
function init()
PlayMusic("about.ogg")
end
function tick()
if InputPressed("interact") then
DebugPrint(GetMusicProgress())
end
end
SetMusicProgress
SetMusicProgress([progress])
Arguments
progress (number, optional) – Progress in seconds. Default 0.0.
Return value
none
function init()
PlayMusic("about.ogg")
end
function tick()
if InputPressed("interact") then
SetMusicProgress(GetMusicProgress() - 1.0)
end
end
SetMusicVolume
SetMusicVolume(volume)
Arguments
volume (number) – Music volume.
Return value
none
Override current music volume for this frame. Call continuously to keep overriding.
function init()
PlayMusic("about.ogg")
end
function tick()
if InputDown("interact") then
SetMusicVolume(0.3)
end
end
SetMusicLowPass
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 init()
PlayMusic("about.ogg")
end
function tick()
if InputDown("interact") then
SetMusicLowPass(0.6)
end
end
LoadSprite
handle = LoadSprite(path)
Arguments
path (string) – Path to sprite. Must be PNG or JPG format.
Return value
handle (number) – Sprite handle
function init()
arrow = LoadSprite("arrow.png")
end
DrawSprite
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 init()
arrow = LoadSprite("arrow.png")
end
function 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
QueryRequire(layers)
Arguments
layers (string) – Space separate list of layers
Return value
none
Set required layers for next query. Available layers are:
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 hierachy |
player | part of an player animator hierachy |
tool | part of a tool |
--Raycast dynamic, physical objects above debris threshold, but not specific vehicle
function 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
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:
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 hierachy |
player | part of an player |
tool | part of a tool |
--Raycast all the default layers and include the player layer.
function tick()
QueryInclude("player")
local hit, dist = QueryRaycast(Vec(0, 0, 0), Vec(1, 0, 0), 10)
if hit then
DebugPrint(dist)
end
end
QueryRejectAnimator
QueryRejectAnimator(handle)
Arguments
handle (number) – Animator handle
Return value
none
Exclude animator from the next query
QueryRejectVehicle
QueryRejectVehicle(vehicle)
Arguments
vehicle (number) – Vehicle handle
Return value
none
Exclude vehicle from the next query
function 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
QueryRejectBody(body)
Arguments
body (number) – Body handle
Return value
none
Exclude body from the next query
function 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
QueryRejectShape
QueryRejectShape(shape)
Arguments
shape (number) – Shape handle
Return value
none
Exclude shape from the next query
function 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
QueryRejectShapes(shapes)
Arguments
shapes (table) – Array with shapes handles
Return value
none
Exclude shapes from the next query
function 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
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 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
QueryRaycastRope
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 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
QueryClosestPoint
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 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
QueryAabbShapes
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 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
QueryAabbBodies
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 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
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 init()
QueryPath(Vec(-10, 0, 0), Vec(10, 0, 0))
end
CreatePathPlanner
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 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
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 init()
local id = CreatePathPlanner()
DeletePathPlanner(id)
-- now calling PathPlannerQuery for 'id' will result in an error
end
PathPlannerQuery
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 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
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 init()
QueryPath(Vec(-10, 0, 0), Vec(10, 0, 0))
AbortPath()
end
GetPathState
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.
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 init()
QueryPath(Vec(-10, 0, 0), Vec(10, 0, 0))
end
function tick()
local s = GetPathState()
if s == "done" then
DebugPrint("done")
end
end
GetPathLength
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 init()
QueryPath(Vec(-10, 0, 0), Vec(10, 0, 0))
end
function tick()
local s = GetPathState()
if s == "done" then
DebugPrint("done " .. GetPathLength())
end
end
GetPathPoint
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 init()
QueryPath(Vec(-10, 0, 0), Vec(10, 0, 0))
end
function tick()
local d = 0
local l = GetPathLength()
while d < l do
DebugCross(GetPathPoint(d))
d = d + 0.5
end
end
GetLastSound
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 tick()
local vol, pos = GetLastSound()
if vol > 0 then
DebugPrint(vol .. " " .. VecStr(pos))
end
end
IsPointInWater
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 tick()
local wet, d = IsPointInWater(Vec(10, 0, 0))
if wet then
DebugPrint("point" .. d .. " meters into water")
end
end
GetWindVelocity
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 tick()
local v = GetWindVelocity(Vec(0, 10, 0))
DebugPrint(VecStr(v))
end
ParticleReset
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 init()
ParticleReset()
end
ParticleType
ParticleType(type)
Arguments
type (string) – Type of particle. Can be "smoke" or "plain".
Return value
none
Set type of particle
function init()
ParticleType("smoke")
end
ParticleTile
ParticleTile(type)
Arguments
type (number) – Tile in the particle texture atlas (0-15)
Return value
none
function init()
--Smoke particle
ParticleTile(0)
--Fire particle
ParticleTile(5)
end
ParticleColor
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 init()
--Constant red
ParticleColor(1,0,0)
--Animating from yellow to red
ParticleColor(1,1,0, 1,0,0)
end
ParticleRadius
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 init()
--Constant radius 0.4 meters
ParticleRadius(0.4)
--Interpolate from small to large
ParticleRadius(0.1, 0.7)
end
ParticleAlpha
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 init()
--Interpolate from opaque to transparent
ParticleAlpha(1.0, 0.0)
end
ParticleGravity
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 init()
--Move particles slowly upwards
ParticleGravity(2)
end
ParticleDrag
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 init()
--Slow down fast moving particles
ParticleDrag(0.5)
end
ParticleEmissive
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 init()
--Highly emissive at start, not emissive at end
ParticleEmissive(5, 0)
end
ParticleRotation
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 init()
--Rotate fast at start and slow at end
ParticleRotation(10, 1)
end
ParticleStretch
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 init()
--Stretch particle along direction of motion
ParticleStretch(1.0)
end
ParticleSticky
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 init()
--Make particles stick to objects
ParticleSticky(0.5)
end
ParticleCollide
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 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
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 tick()
--Fire extinguishing particle
ParticleFlags(256)
SpawnParticle(Vec(0, 10, 0), -0.1, math.random() + 1)
end
SpawnParticle
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 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
Spawn
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 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
SpawnLayer
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 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
Shoot
Shoot(origin, direction, [type], [strength], [maxDist])
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
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
Also note that "bullet" and "rocket" are the only projectiles that can hurt the player.
function tick()
Shoot(Vec(0, 10, 0), Vec(0, -1, 0), "shotgun")
end
Paint
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 tick()
Paint(Vec(0, 2, 0), 5.0, "spraycan")
end
PaintRGBA
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 tick()
PaintRGBA(Vec(0, 5, 0), 5.5, 1.0, 0.0, 0.0)
end
MakeHole
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 init()
MakeHole(Vec(0, 0, 0), 5.0, 1.0)
end
Explosion
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 init()
Explosion(Vec(0, 5, 0), 1)
end
SpawnFire
SpawnFire(pos)
Arguments
pos (TVec) – Position in world space as vector
Return value
none
function tick()
SpawnFire(Vec(0, 2, 0))
end
GetFireCount
count = GetFireCount()
Arguments
none
Return value
count (number) – Number of active fires in level
function tick()
local c = GetFireCount()
DebugPrint("Fire count " .. c)
end
QueryClosestFire
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 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
QueryAabbFireCount
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 tick()
local count = QueryAabbFireCount(Vec(0,0,0), Vec(10,10,10))
DebugPrint(count)
end
RemoveAabbFires
count = RemoveAabbFires(min, max)
Arguments
min (TVec) – Aabb minimum point
max (TVec) – Aabb maximum point
Return value
count (number) – Number of fires removed
function tick()
local removedCount= RemoveAabbFires(Vec(0,0,0), Vec(10,10,10))
DebugPrint(removedCount)
end
GetCameraTransform
transform = GetCameraTransform()
Arguments
none
Return value
transform (TTransform) – Current camera transform
function tick()
local t = GetCameraTransform()
DebugPrint(TransformStr(t))
end
SetCameraTransform
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 tick()
SetCameraTransform(Transform(Vec(0, 10, 0), QuatEuler(0, 90, 0)))
end
RequestFirstPerson
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 tick()
if useViewFinder then
RequestFirstPerson(true)
end
end
function draw()
if useViewFinder and !GetBool("game.thirdperson") then
-- Draw view finder overlay
end
end
RequestThirdPerson
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 tick()
if useThirdPerson then
RequestThirdPerson(true)
end
end
SetCameraOffsetTransform
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 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
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 tick()
local vehicle = GetPlayerVehicle()
if vehicle ~= 0 then
AttachCameraTo(GetVehicleBody(vehicle))
SetCameraOffsetTransform(Transform(Vec(1, 2, 3)))
end
end
SetPivotClipBody
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 init()
body_1 = FindBody("body_1")
body_2 = FindBody("body_2")
end
function tick()
SetPivotClipBody(body_1, 0) -- this overload should be called once and
-- only once per frame to take effect
SetPivotClipBody(body_2)
end
ShakeCamera
ShakeCamera(strength)
Arguments
strength (number) – Normalized strength of shaking
Return value
none
Shakes the player camera
function tick()
ShakeCamera(0.5)
end
SetCameraFov
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 tick()
SetCameraFov(60)
end
SetCameraDof
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 tick()
--Set depth of field to 10 meters
SetCameraDof(10)
end
PointLight
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 tick()
--Pulsating, yellow light above world origo
local intensity = 3 + math.sin(GetTime())
PointLight(Vec(0, 5, 0), 1, 1, 0, intensity)
end
SetTimeScale
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 tick()
--Slow down time when holding down a key
if InputDown('t') then
SetTimeScale(0.2)
end
end
SetEnvironmentDefault
SetEnvironmentDefault()
Arguments
none
Return value
none
Reset the environment properties to default. This is often useful before
setting up a custom environment.
function init()
SetEnvironmentDefault()
end
SetEnvironmentProperty
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 init()
SetEnvironmentDefault()
SetEnvironmentProperty("skybox", "cloudy.dds")
SetEnvironmentProperty("rain", 0.7)
SetEnvironmentProperty("fogcolor", 0.5, 0.5, 0.8)
SetEnvironmentProperty("nightlight", false)
end
GetEnvironmentProperty
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 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
SetPostProcessingDefault()
Arguments
none
Return value
none
Reset the post processing properties to default.
function tick()
SetPostProcessingProperty("saturation", 0.4)
SetPostProcessingProperty("colorbalance", 1.3, 1.0, 0.7)
SetPostProcessingDefault()
end
SetPostProcessingProperty
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 tick()
SetPostProcessingProperty("saturation", 0.4)
SetPostProcessingProperty("colorbalance", 1.3, 1.0, 0.7)
end
GetPostProcessingProperty
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 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
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 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
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 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
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 tick()
DebugCross(Vec(10, 5, 5))
end
DebugTransform
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 tick()
DebugTransform(GetPlayerCameraTransform(), 0.5)
end
DebugWatch
DebugWatch(name, value, [lineWrapping])
Arguments
name (string) – Name
value (string) – 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 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
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 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
RegisterListenerTo(eventName, listenerFunction)
Arguments
eventName (string) – Event name
listenerFunction (string) – Listener function name
Return value
none
Binds the callback function on the event
function onLangauageChanged()
DebugPrint("langauageChanged")
end
function init()
RegisterListenerTo("LanguageChanged", "onLangauageChanged")
TriggerEvent("LanguageChanged")
end
UnregisterListener
UnregisterListener(eventName, listenerFunction)
Arguments
eventName (string) – Event name
listenerFunction (string) – Listener function name
Return value
none
Unbinds the callback function from the event
function onLangauageChanged()
DebugPrint("langauageChanged")
end
function init()
RegisterListenerTo("LanguageChanged", "onLangauageChanged")
UnregisterListener("LanguageChanged", "onLangauageChanged")
TriggerEvent("LanguageChanged")
end
TriggerEvent
TriggerEvent(eventName, [args])
Arguments
eventName (string) – Event name
args (string, optional) – Event parameters
Return value
none
Triggers an event for all registered listeners
function onLangauageChanged()
DebugPrint("langauageChanged")
end
function init()
RegisterListenerTo("LanguageChanged", "onLangauageChanged")
UnregisterListener("LanguageChanged", "onLangauageChanged")
TriggerEvent("LanguageChanged")
end
LoadHaptic
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 init()
haptic_effect = LoadHaptic("haptic/gun_fire.xml")
end
function tick()
if trigHaptic then
PlayHaptic(haptic_effect, 1)
end
end
CreateHaptic
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 init()
haptic_effect = CreateHaptic(1, 1, 0, 0)
end
function tick()
if trigHaptic then
PlayHaptic(haptic_effect, 1)
end
end
PlayHaptic
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 init()
haptic_effect = LoadHaptic("haptic/gun_fire.xml")
end
function tick()
if trigHaptic then
PlayHaptic(haptic_effect, 1)
end
end
PlayHapticDirectional
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 init()
haptic_effect = LoadHaptic("haptic/gun_fire.xml")
end
function tick()
if InputPressed("interact") then
PlayHapticDirectional(haptic_effect, Vec(-1, 0, 0), 1)
end
end
HapticIsPlaying
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 init()
haptic_effect = LoadHaptic("haptic/gun_fire.xml")
end
function tick()
if not HapticIsPlaying(haptic_effect) then
PlayHaptic(haptic_effect, 1)
end
end
SetToolHaptic
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 init()
RegisterTool("minigun", "loc@MINIGUN", "MOD/vox/minigun.vox")
toolHaptic = LoadHaptic("MOD/haptic/tool.xml")
SetToolHaptic("minigun", toolHaptic)
end
StopHaptic
StopHaptic(handle)
Arguments
handle (string) – Handle of haptic effect
Return value
none
-- Rumble infinitely
local haptic_effect
function init()
haptic_effect = LoadHaptic("haptic/gun_fire.xml")
end
function tick()
if InputDown("interact") then
StopHaptic(haptic_effect)
elseif not HapticIsPlaying(haptic_effect) then
PlayHaptic(haptic_effect, 1)
end
end
SetVehicleHealth
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 tick()
if InputPressed("usetool") then
SetVehicleHealth(FindVehicle("car", true), 0.0)
end
end
QueryRaycastWater
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 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
AddHeat
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 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
GetGravity
vector = GetGravity()
Arguments
none
Return value
vector (TVec) – Gravity vector
Returns the gravity value on the scene.
function tick()
DebugPrint(VecStr(GetGravity()))
end
SetGravity
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 tick()
if InputPressed("g") then
isMoonGravityEnabled = not isMoonGravityEnabled
if isMoonGravityEnabled then
SetGravity(Vec(0, -1.6, 0))
else
SetGravity(Vec(0, -10.0, 0))
end
end
end
GetFps
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 tick()
DebugWatch("fps", GetFps())
end
UiMakeInteractive
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
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
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")
UiWidth
width = UiWidth()
Arguments
none
Return value
width (number) – Width of draw context
local w = UiWidth()
UiHeight
height = UiHeight()
Arguments
none
Return value
height (number) – Height of draw context
local h = UiHeight()
UiCenter
center = UiCenter()
Arguments
none
Return value
center (number) – Half width of draw context
local c = UiCenter()
--Same as
local c = UiWidth()/2
UiMiddle
middle = UiMiddle()
Arguments
none
Return value
middle (number) – Half height of draw context
local m = UiMiddle()
--Same as
local m = UiHeight()/2
UiColor
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
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
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 draw()
UiPush()
UiFont("bold.ttf", 44)
UiTranslate(100, 100)
UiColor(1, 0, 0)
UiText("A")
UiTranslate(100, 0)
UiResetColor()
UiText("B")
UiPop()
end
UiTranslate
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
UiRotate(angle)
Arguments
angle (number) – Angle in degrees, counter clockwise
Return value
none
Rotate cursor
UiPush()
UiRotate(45)
UiText("Rotated")
UiPop()
UiScale
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()
UiGetScale
x, y = UiGetScale()
Arguments
none
Return value
x (number) – X scale
y (number) – Y scale
Returns the ui context's scale
function draw()
UiPush()
UiScale(2)
x, y = UiGetScale()
DebugPrint(x .. " " .. y)
UiPop()
end
UiClipRect
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 draw()
UiTranslate(200, 200)
UiPush()
UiClipRect(100, 50)
UiTranslate(5, 15)
UiFont("regular.ttf", 50)
UiText("Text")
UiPop()
end
UiWindow
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()
UiGetCurrentWindow
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 draw()
UiPush()
UiWindow(400, 200)
tl_x, tl_y, br_x, br_y = UiGetCurrentWindow()
-- do something
UiPop()
end
UiIsInCurrentWindow
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 draw()
UiPush()
UiWindow(400, 200)
DebugPrint("point 1: " .. tostring(UiIsInCurrentWindow(200, 100)))
DebugPrint("point 2: " .. tostring(UiIsInCurrentWindow(450, 100)))
UiPop()
end
UiIsRectFullyClipped
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 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
UiIsInClipRegion
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 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
UiIsFullyClipped
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 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
UiSafeMargins
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 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
UiCanvasSize
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 draw()
UiPush()
local canvas = UiCanvasSize()
UiWindow(canvas.w, canvas.h)
--[[
...
]]
UiPop()
end
UiAlign
UiAlign(alignment)
Arguments
alignment (string) – Alignment keywords
Return value
none
The alignment determines how content is aligned with respect to the
cursor.
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 |
Alignment can contain combinations of these, for instance:
"center middle", "left top", "center top", etc. If horizontal
or vertical alginment is omitted it will depend on the element drawn.
Text, for instance has default vertical alignment at baseline.
UiAlign("left")
UiText("Aligned left at baseline")
UiAlign("center middle")
UiText("Fully centered")
UiTextAlignment
UiTextAlignment(alignment)
Arguments
alignment (string) – Alignment keywords
Return value
none
The alignment determines how text is aligned with respect to the
cursor and wrap width.
left | Horizontally align to the left |
right | Horizontally align to the right |
center | Horizontally align to the center |
Alignment can contain combinations of these, for instance:
"center middle", "left top", "center top", etc. If horizontal
or vertical alginment is omitted it will depend on the element drawn.
Text, for instance has default vertical alignment at baseline.
UiAlign("left")
UiText("Aligned left at baseline")
UiAlign("center")
UiText("Centered")
UiModalBegin
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
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
UiDisableInput()
Arguments
none
Return value
none
Disable input
UiPush()
UiDisableInput()
if UiTextButton("Okay") then
--Will never happen
end
UiPop()
UiEnableInput
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
UiReceivesInput
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
UiGetMousePos
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()
UiGetCanvasMousePos
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 draw()
local x, y = UiGetCanvasMousePos()
DebugPrint("x :" .. x .. " y:" .. y)
end
UiIsMouseInRect
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
UiWorldToPixel
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
UiPixelToWorld
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
UiGetCursorPos()
Arguments
none
Return value
none
Returns the ui cursor's postion
function draw()
UiTranslate(100, 50)
x, y = UiGetCursorPos()
DebugPrint("x: " .. x .. "; y: " .. y)
end
UiBlur
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
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")
UiFontHeight
size = UiFontHeight()
Arguments
none
Return value
size (number) – Font size
local h = UiFontHeight()
UiText
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
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
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 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
UiGetTextSize
w, h = UiGetTextSize(text)
Arguments
text (string) – A text string
Return value
w (number) – Width of text
h (number) – Height of text
local w, h = UiGetTextSize("Some text")
UiMeasureText
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")
UiGetSymbolsCount
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 draw()
DebugPrint(UiGetSymbolsCount("Hello world!"))
end
UiTextSymbolsSub
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 draw()
DebugPrint(UiTextSymbolsSub("Hello world", 1, 5))
end
UiWordWrap
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
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 draw()
UiTextLineSpacing(10)
UiWordWrap(200)
UiText("TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT")
end
UiTextOutline
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
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
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
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
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
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
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
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
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()
UiImage
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
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 draw()
UiTranslate(300, 300)
if UiHasImage(image) then
if InputDown("interact") then
UiUnloadImage("img/background.jpg")
else
UiImage(image)
end
end
end
UiHasImage
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 draw()
if UiHasImage(image) then
DebugPrint("image " .. image .. " exists")
end
end
UiGetImageSize
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
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
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
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
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
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
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
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
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
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
UiTextButton
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
UiImageButton
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
UiBlankButton
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
UiSlider
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
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 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
UiSliderThumbSize(width, height)
Arguments
width (number) – Thumb width
height (number) – Thumb height
Return value
none
Sets the slider thumb size
local slider = 0
function 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
UiGetScreen
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)
UiNavComponent
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 accroding 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 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
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 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
UiResetNavigation()
Arguments
none
Return value
none
Resets navigation state as if none componets before the function call were declared
function 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
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 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
UiIsComponentInFocus
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 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
UiNavGroupBegin
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 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
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 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
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 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
UiForceFocus(id)
Arguments
id (string) – Id of the component
Return value
none
Force focus to the component with specified id.
function 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
UiFocusedComponentId
id = UiFocusedComponentId()
Arguments
none
Return value
id (string) – Id of the focused component
Returns an id of the currently focused component
function 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
UiFocusedComponentRect
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 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
UiGetItemSize
x, y = UiGetItemSize()
Arguments
none
Return value
x (number) – Width
y (number) – Height
Returns the last ui item size
function draw()
UiTranslate(200, 200)
UiPush()
UiBeginFrame()
UiFont("regular.ttf", 30)
UiText("Text")
UiEndFrame()
w, h = UiGetItemSize()
DebugPrint(w .. " " .. h)
UiPop()
end
UiAutoTranslate
UiAutoTranslate(value)
Arguments
value (boolean) –
Return value
none
Enables/disables auto autotranslate function when measuring the item size
function 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
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 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
UiResetFrame()
Arguments
none
Return value
none
Resets the current frame measured values
function 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
UiFrameOccupy(width, height)
Arguments
width (number) – Width
height (number) – Height
Return value
none
Occupies some space for current frame (between UiBeginFrame and UiEndFrame)
function 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
UiEndFrame
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 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
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 draw()
UiPush()
UiBeginFrame()
UiFrameSkipItem(true)
--[[
...
]]
UiEndFrame()
UiPop()
end
UiGetFrameNo
frameNo = UiGetFrameNo()
Arguments
none
Return value
frameNo (number) – Frame number since the level start
function draw()
local fNo = GetFrame()
DebugPrint(fNo)
end
UiGetLanguage
index = UiGetLanguage()
Arguments
none
Return value
index (number) – Language index
local n = UiGetLanguage()
UiSetCursorState
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 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