Mission Lua API
Mission
Description
The Mission API controls the flow of the mission, this includes starting and stopping the mission, triggering hints and messages and sending data between varying mission characters
Functions
MissionStarted
Mission.MissionStarted()
Description: This should be called once the initial state of the mission has been set It will cause the game to begin gameplay
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
AddCharacter
Mission.AddCharacter(characterTable)
Expected parameter types
Name | Type |
---|---|
characterTable | Lua Table |
Description: Register and spawn a chracter in the game
Returns: Nothing
SendMessageToPlayer
Mission.SendMessageToPlayer(sender, message)
Expected parameter types
Name | Type |
---|---|
sender | string |
message | string |
Description: Send an SMS with the contents _message_ from sender
Returns: Nothing
AddNetwork
Mission.AddNetwork(networkTable)
Expected parameter types
Name | Type |
---|---|
networkTable | Lua Table |
Description: Register a network to the game
Returns: Nothing
ConnectToNetwork
Mission.ConnectToNetwork(characterTable, networkName, accessKey)
Expected parameter types
Name | Type |
---|---|
characterTable | Lua Table |
networkName | string |
accessKey | string |
Description: Connect a device to a specified network
Returns: Nothing
SendData
Mission.SendData(sender, receiver, dataTable)
Expected parameter types
Name | Type |
---|---|
sender | Lua Type |
receiver | Lua Type |
dataTable | Lua Table |
Description: Send a data file from one device to another
Returns: Nothing
Notes: Much like _ConnectToNetwork_ both _senderName_ and _receiverName_ can be character names (assuming those characters have net devices)
SetNetDeviceNFCData
Mission.SetNetDeviceNFCData(deviceTable, dataTable)
Expected parameter types
Name | Type |
---|---|
deviceTable | Lua Table |
dataTable | Lua Table |
Description: Sets NFC data on a mission object
Returns: Nothing
SetNetDeviceNFC
Mission.SetNetDeviceNFC(deviceTable, enabled)
Expected parameter types
Name | Type |
---|---|
deviceTable | Lua Table |
enabled | bool |
Description: Set if a mission object supports NFCAddNetDevice
Returns: Nothing
AddNetDevice
Mission.AddNetDevice(deviceTable)
Expected parameter types
Name | Type |
---|---|
deviceTable | Lua Table |
Description: Add a network device to the mission that's not hackable but can communicate with other devices
Returns: Nothing
AddHackableDevice
Mission.AddHackableDevice(deviceTable)
Expected parameter types
Name | Type |
---|---|
deviceTable | Lua Table |
Description: Add a hackable device to the mission
Returns: Nothing
StartObjective
Mission.StartObjective(objectiveTable)
Expected parameter types
Name | Type |
---|---|
objectiveTable | Lua Table |
Description: Start the provided objective
Returns: Nothing
CompleteObjective
Mission.CompleteObjective(objectiveTable)
Expected parameter types
Name | Type |
---|---|
objectiveTable | Lua Table |
Description: Complete the provided objective
Returns: Nothing
SendNextHint
Mission.SendNextHint(objectiveTable)
Expected parameter types
Name | Type |
---|---|
objectiveTable | Lua Table |
Description: Send the next hint in the Objective's hint array
Returns: Nothing
SendNextMessage
Mission.SendNextMessage(fromCharacter, objectiveTable)
Expected parameter types
Name | Type |
---|---|
fromCharacter | Lua Table |
objectiveTable | Lua Table |
Description: Send the next message in the Objective's message array from fromCharacter
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
DevicesConnected
Mission.DevicesConnected()
Description: Call this AFTER all Devices have been connected to their networks. This allows DataPoints to be processed correctly.
Returns: Nothing
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
This file is auto generated, please don't edit manually!
Docs last hacked together on: 22/01/2019 11:28