Mission Lua API: Difference between revisions
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<syntaxhighlight source lang="lua">Mission.TriggerAutoSave()</syntaxhighlight> | <syntaxhighlight source lang="lua">Mission.TriggerAutoSave()</syntaxhighlight> | ||
'''Description''': Triggers an autosave, only if the game is current in a mission | '''Description''': Triggers an autosave, only if the game is current in a mission | ||
'''Returns''': Nothing | |||
=== SetMissionObjectInteractionRequirement === | |||
<syntaxhighlight source lang="lua">Mission.SetMissionObjectInteractionRequirement(name, requirement)</syntaxhighlight> | |||
'''Expected parameter types''' | |||
{| class="wikitable" | |||
|- | |||
! Name !! Type | |||
|- | |||
| name || string | |||
|- | |||
| requirement || number | |||
|} | |||
'''Description''': Sets if a MissionObject should request the player to sleect an item or data file before interaction | |||
'''Returns''': Nothing | '''Returns''': Nothing | ||
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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''': 13/10/2021 15:55 | ||
[[Category:Modding]][[Category:LuaAPI]] | [[Category:Modding]][[Category:LuaAPI]] |
Revision as of 08:57, 14 October 2021
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
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
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 sleect an item or data file before interaction
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
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: 13/10/2021 15:55