Doors Lua API: Difference between revisions
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'''Notes''': The character parameter can be either a character table, as set out in your mission script, or the internal name of the character to be assigned the key | '''Notes''': The character parameter can be either a character table, as set out in your mission script, or the internal name of the character to be assigned the key | ||
=== Open === | |||
<syntaxhighlight source lang="lua">Doors.Open(doorID)</syntaxhighlight> | |||
'''Expected parameter types''' | |||
{| class="wikitable" | |||
|- | |||
! Name !! Type | |||
|- | |||
| doorID || string | |||
|} | |||
'''Description''': Open the specified door. | |||
'''Returns''': Nothing | |||
'''Notes''': This call will not open a locked door. If the door is (or could potentially be) locked, call Unlock first to guarantee that it will open | |||
=== Unlock === | |||
<syntaxhighlight source lang="lua">Doors.Unlock(doorID)</syntaxhighlight> | |||
'''Expected parameter types''' | |||
{| class="wikitable" | |||
|- | |||
! Name !! Type | |||
|- | |||
| doorID || string | |||
|} | |||
'''Description''': Unlock the specified door | |||
'''Returns''': Nothing | |||
=== Lock === | |||
<syntaxhighlight source lang="lua">Doors.Lock(doorID)</syntaxhighlight> | |||
'''Expected parameter types''' | |||
{| class="wikitable" | |||
|- | |||
! Name !! Type | |||
|- | |||
| doorID || string | |||
|} | |||
'''Description''': Lock the specified door | |||
'''Returns''': Nothing | |||
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''': 06/02/2019 15:16 | ||
[[Category:Modding]][[Category:LuaAPI]] | [[Category:Modding]][[Category:LuaAPI]] |
Revision as of 15:17, 6 February 2019
Doors
Description
API to control the logic of doors in the mission
Functions
SetZoneKeys
Doors.SetZoneKeys(zoneName, keyNames)
Expected parameter types
Name | Type |
---|---|
zoneName | string |
keyNames | Lua Table |
Description: Sets a key as unlocking a specific zone
Returns: Nothing
SetNetwork
Doors.SetNetwork(networkTable)
Expected parameter types
Name | Type |
---|---|
networkTable | Lua Table |
Description: Sets the name of the network for the door system to use
Returns: Nothing
SetKeyOnDevice
Doors.SetKeyOnDevice(keyName, device)
Expected parameter types
Name | Type |
---|---|
keyName | string |
device | Lua Table |
Description: Sets a key as the current NFC file on a net device
Returns: Nothing
AssignKeyToCharacter
Doors.AssignKeyToCharacter(keyName, character)
Expected parameter types
Name | Type |
---|---|
keyName | string |
character | Lua Type |
Description: Adds a key to a characters inventory and sets it as the characters current NFC data
Returns: Nothing
Notes: The character parameter can be either a character table, as set out in your mission script, or the internal name of the character to be assigned the key
Open
Doors.Open(doorID)
Expected parameter types
Name | Type |
---|---|
doorID | string |
Description: Open the specified door.
Returns: Nothing
Notes: This call will not open a locked door. If the door is (or could potentially be) locked, call Unlock first to guarantee that it will open
Unlock
Doors.Unlock(doorID)
Expected parameter types
Name | Type |
---|---|
doorID | string |
Description: Unlock the specified door
Returns: Nothing
Lock
Doors.Lock(doorID)
Expected parameter types
Name | Type |
---|---|
doorID | string |
Description: Lock the specified door
Returns: Nothing
This file is auto generated, please don't edit manually!
Docs last hacked together on: 06/02/2019 15:16