Mission Lua API: Difference between revisions
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The Mission API controls the flow of the mission, this includes starting and stopping the mission, and dealing with objectives and other mission-related information | The Mission API controls the flow of the mission, this includes starting and stopping the mission, and dealing with objectives and other mission-related information | ||
== Functions == | == Functions == | ||
=== | === CompletedMissionSetup_Always === | ||
<syntaxhighlight source lang="lua">Mission. | <syntaxhighlight source lang="lua">Mission.CompletedMissionSetup_Always()</syntaxhighlight> | ||
'''Description''': This should be called | '''Description''': This should be called at the end of MissionSetup_Always() | ||
After it the game will either load last save and start, or execute MissionSetup_NoSave() | |||
'''Returns''': Nothing | |||
=== CompletedMissionSetup_NoSave === | |||
<syntaxhighlight source lang="lua">Mission.CompletedMissionSetup_NoSave()</syntaxhighlight> | |||
'''Description''': This should be called at the end of MissionSetup_NoSave() | |||
Call this AFTER all Devices have been connected to their networks. This allows DataPoints to be processed correctly. | |||
'''Returns''': Nothing | '''Returns''': Nothing | ||
Line 101: | Line 108: | ||
'''Returns''': Nothing | '''Returns''': Nothing | ||
=== | === SetMissionObjectInteractionRequirement === | ||
<syntaxhighlight source lang="lua">Mission. | <syntaxhighlight source lang="lua">Mission.SetMissionObjectInteractionRequirement(name, requirement)</syntaxhighlight> | ||
'''Description''': | '''Expected parameter types''' | ||
{| class="wikitable" | |||
|- | |||
! Name !! Type | |||
|- | |||
| name || string | |||
|- | |||
| requirement || number | |||
|} | |||
'''Description''': Sets if a MissionObject should request the player to select an item or data file before interaction | |||
'''Returns''': Nothing | |||
=== SetNPCInteractionRequirement === | |||
<syntaxhighlight source lang="lua">Mission.SetNPCInteractionRequirement(name, requirement)</syntaxhighlight> | |||
'''Expected parameter types''' | |||
{| class="wikitable" | |||
|- | |||
! Name !! Type | |||
|- | |||
| name || string | |||
|- | |||
| requirement || number | |||
|} | |||
'''Description''': Sets if a Character should request the player to select an item or data file before interaction | |||
'''Returns''': Nothing | |||
'''Notes''': The character must also have OnNPCInteraction function defined in the mission script! | |||
=== SetNPCInteractable === | |||
<syntaxhighlight source lang="lua">Mission.SetNPCInteractable(name, state)</syntaxhighlight> | |||
'''Expected parameter types''' | |||
{| class="wikitable" | |||
|- | |||
! Name !! Type | |||
|- | |||
| name || string | |||
|- | |||
| state || bool | |||
|} | |||
'''Description''': Sets if a Character should be interactable or not at the moment | |||
'''Returns''': Nothing | '''Returns''': Nothing | ||
'''Notes''': The character must also have OnNPCInteraction function defined in the mission script! | |||
=== SetPlayerControlled === | === SetPlayerControlled === | ||
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This file is auto generated, please don't edit manually! | This file is auto generated, please don't edit manually! | ||
'''Docs last hacked together on''': | '''Docs last hacked together on''': 29/08/2023 16:24 | ||
[[Category:Modding]][[Category:LuaAPI]] | [[Category:Modding]][[Category:LuaAPI]] |
Latest revision as of 11:50, 19 October 2023
Mission
Description
The Mission API controls the flow of the mission, this includes starting and stopping the mission, and dealing with objectives and other mission-related information
Functions
CompletedMissionSetup_Always
Mission.CompletedMissionSetup_Always()
Description: This should be called at the end of MissionSetup_Always() After it the game will either load last save and start, or execute MissionSetup_NoSave()
Returns: Nothing
CompletedMissionSetup_NoSave
Mission.CompletedMissionSetup_NoSave()
Description: This should be called at the end of MissionSetup_NoSave() Call this AFTER all Devices have been connected to their networks. This allows DataPoints to be processed correctly.
Returns: Nothing
MissionCompleted
Mission.MissionCompleted()
Description: This should be called when the final objective of the mission has been completed It will trigger the game to fade to black and return to the main menu
Returns: Nothing
MissionFailed
Mission.MissionFailed()
Description: This function will fail the current mission, as if Joe had been tazed (or similar).
Returns: Nothing
SpawnCharacter
Mission.SpawnCharacter(internalName)
Expected parameter types
Name | Type |
---|---|
internalName | string |
Description: Spawn a registered character in the game
Returns: Nothing
ObjectiveIsActive
Mission.ObjectiveIsActive(objectiveName)
Expected parameter types
Name | Type |
---|---|
objectiveName | string |
Description: Returns true if objective has been started but not completed yet.
Returns: bool
ObjectiveIsCompleted
Mission.ObjectiveIsCompleted(objectiveName)
Expected parameter types
Name | Type |
---|---|
objectiveName | string |
Description: Returns true if objective has been completed.
Returns: bool
StartObjective
Mission.StartObjective(objectiveName)
Expected parameter types
Name | Type |
---|---|
objectiveName | string |
Description: Start the provided objective
Returns: Nothing
CompleteObjective
Mission.CompleteObjective(objectiveName)
Expected parameter types
Name | Type |
---|---|
objectiveName | string |
Description: Complete the provided objective
Returns: Nothing
GetCurrentObjective
Mission.GetCurrentObjective()
Description: Get the name of the current objective
Returns: string
TriggerAutoSave
Mission.TriggerAutoSave()
Description: Triggers an autosave, only if the game is current in a mission
Returns: Nothing
SetMissionObjectInteractionRequirement
Mission.SetMissionObjectInteractionRequirement(name, requirement)
Expected parameter types
Name | Type |
---|---|
name | string |
requirement | number |
Description: Sets if a MissionObject should request the player to select an item or data file before interaction
Returns: Nothing
SetNPCInteractionRequirement
Mission.SetNPCInteractionRequirement(name, requirement)
Expected parameter types
Name | Type |
---|---|
name | string |
requirement | number |
Description: Sets if a Character should request the player to select an item or data file before interaction
Returns: Nothing
Notes: The character must also have OnNPCInteraction function defined in the mission script!
SetNPCInteractable
Mission.SetNPCInteractable(name, state)
Expected parameter types
Name | Type |
---|---|
name | string |
state | bool |
Description: Sets if a Character should be interactable or not at the moment
Returns: Nothing
Notes: The character must also have OnNPCInteraction function defined in the mission script!
SetPlayerControlled
Mission.SetPlayerControlled(tf)
Expected parameter types
Name | Type |
---|---|
tf | bool |
Description: Set whether the player is currently in control (or not). Used for cutscenes, and other things that we haven't thought of yet.
Returns: Nothing
GetBool
Mission.GetBool(key)
Expected parameter types
Name | Type |
---|---|
key | string |
Description: Get a boolean value of a key in mission Lua script. Returns false if key doesn't exist.
Returns: bool
SetBool
Mission.SetBool(key, newBool)
Expected parameter types
Name | Type |
---|---|
key | string |
newBool | bool |
Description: Sets a boolean value of a key in mission Lua script.
Returns: Nothing
GetString
Mission.GetString(key)
Expected parameter types
Name | Type |
---|---|
key | string |
Description: Get a string value of a key in mission Lua script. Returns empty if key doesn't exist.
Returns: string
SetString
Mission.SetString(key, newString)
Expected parameter types
Name | Type |
---|---|
key | string |
newString | string |
Description: Sets a string value of a key in mission Lua script.
Returns: Nothing
GetNumber
Mission.GetNumber(key)
Expected parameter types
Name | Type |
---|---|
key | string |
Description: Get a numeric value of a key in mission Lua script. Returns 0 if key doesn't exist.
Returns: number
SetNumber
Mission.SetNumber(key, newValue)
Expected parameter types
Name | Type |
---|---|
key | string |
newValue | number |
Description: Sets a numeric value of a key in mission Lua script.
Returns: Nothing
StartVibrationEvent
Mission.StartVibrationEvent(objectName)
Expected parameter types
Name | Type |
---|---|
objectName | string |
Description: Start a mission object vibration event
Returns: Nothing
StopVibrationEvent
Mission.StopVibrationEvent(objectName)
Expected parameter types
Name | Type |
---|---|
objectName | string |
Description: Stop a mission object vibration event
Returns: Nothing
SpawnWanderNPCs
Mission.SpawnWanderNPCs(spawnPoint, spawnNum, characterPrefabs, headProps, colorTextures, metalTextures, gestures)
Expected parameter types
Name | Type |
---|---|
spawnPoint | Lua Type |
spawnNum | number |
characterPrefabs | Lua Type |
headProps | Lua Type |
colorTextures | Lua Type |
metalTextures | Lua Type |
gestures | Lua Type |
Description: Spawns various Wander NPCs in a randomized way
Returns: Nothing
Notes: All the parameters, expect the spawnNum, can be a string or a table of strings. For the head props and the the gestures the string "None" can be used to have the possibility to not have any head props and gestures, respectively, in the wander NPCs. Also for the color textures and metal textures the string "Default" can be used for the character's default textures.
This file is auto generated, please don't edit manually!
Docs last hacked together on: 29/08/2023 16:24