VSCode Snippets: Difference between revisions
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"description": "Opens a popup menu with multiple options" | "description": "Opens a popup menu with multiple options" | ||
}, | }, | ||
</syntaxhighlight> | </syntaxhighlight> | ||
[[Category:Modding]] | [[Category:Modding]] | ||
[[Category:LuaAPI]] | [[Category:LuaAPI]] |
Latest revision as of 15:57, 31 January 2024
Snippets file for Visual Studio Code
Copy & paste the following code into your Snippets file in VisualStudio Code to add autocompletion for Off Grid's Lua API.
"AI.Pause": { "prefix": "AI.Pause", "body": [ "AI.Pause(${0:characterName})" ], "description": "Pauses the agent, and stops it from doing anything." }, "AI.Unpause": { "prefix": "AI.Unpause", "body": [ "AI.Unpause(${0:characterName})" ], "description": "Unpauses a hidden agent, resuming standard behaviour." }, "AI.IsPaused": { "prefix": "AI.IsPaused", "body": [ "AI.IsPaused(${0:characterName})" ], "description": "Returns a bool based on if a character is currently paused or not" }, "AI.AddGoal": { "prefix": "AI.AddGoal", "body": [ "AI.AddGoal(${0:characterName}, ${1:goal})" ], "description": "Adds a defined goal" }, "AI.RemoveGoal": { "prefix": "AI.RemoveGoal", "body": [ "AI.RemoveGoal(${0:characterName}, ${1:goalName})" ], "description": "Removes any defined goals" }, "AI.AddTemporaryGoal": { "prefix": "AI.AddTemporaryGoal", "body": [ "AI.AddTemporaryGoal(${0:characterName}, ${1:goal})" ], "description": "Adds a goal, taking top priority, to the named AI" }, "AI.GetNPCProfileByTag": { "prefix": "AI.GetNPCProfileByTag", "body": [ "AI.GetNPCProfileByTag(${0:characterName}, ${1:tag})" ], "description": "Get all values of a tag from a chaarcter's profile, if the tag exists." }, "AI.Lua_CheckNPCProfile": { "prefix": "AI.Lua_CheckNPCProfile", "body": [ "AI.Lua_CheckNPCProfile(${0:characterName}, ${1:tag}, ${2:value})" ], "description": "Check if character's profile data contains a specific tag wiht a specific value" }, "AI.GetNPCStat": { "prefix": "AI.GetNPCStat", "body": [ "AI.GetNPCStat(${0:characterName}, ${1:statName})" ], "description": "Returns current value of NPC's stat" }, "AI.SetNPCStat": { "prefix": "AI.SetNPCStat", "body": [ "AI.SetNPCStat(${0:characterName}, ${1:statName}, ${2:newValue})" ], "description": "Sets an NPC's AI stat to absolute value" }, "AI.AlterNPCStat": { "prefix": "AI.AlterNPCStat", "body": [ "AI.AlterNPCStat(${0:characterName}, ${1:statName}, ${2:statDelta})" ], "description": "Alters an NPC's AI stat by relative value" }, "AI.AlterNPCWorldState": { "prefix": "AI.AlterNPCWorldState", "body": [ "AI.AlterNPCWorldState(${0:characterName}, ${1:state}, ${2:value})" ], "description": "Change the World State of an NPC." }, "AI.FavourInterest": { "prefix": "AI.FavourInterest", "body": [ "AI.FavourInterest(${0:characterName}, ${1:device}, ${2:permanent})" ], "description": "Reduce the cost of an AI using a particular Interest" }, "AI.AvoidInterest": { "prefix": "AI.AvoidInterest", "body": [ "AI.AvoidInterest(${0:characterName}, ${1:device}, ${2:permanent})" ], "description": "Increase the cost of an AI using a particular Interest" }, "AI.SetNPCFavouredComputer": { "prefix": "AI.SetNPCFavouredComputer", "body": [ "AI.SetNPCFavouredComputer(${0:characterName}, ${1:computer})" ], "description": "Set NPC's computer, this will be used for a variety of actions" }, "AI.AddAction": { "prefix": "AI.AddAction", "body": [ "AI.AddAction(${0:characterName}, ${1:action})" ], "description": "Adds an action that can be used immediately" }, "AI.RemoveAction": { "prefix": "AI.RemoveAction", "body": [ "AI.RemoveAction(${0:characterName}, ${1:actionName})" ], "description": "Removes any action" }, "Animator.SetBool": { "prefix": "Animator.SetBool", "body": [ "Animator.SetBool(${0:missionObjectName}, ${1:parameterName}, ${2:value})" ], "description": "Sets a bool parameter by name" }, "Animator.SetFloat": { "prefix": "Animator.SetFloat", "body": [ "Animator.SetFloat(${0:missionObjectName}, ${1:parameterName}, ${2:value})" ], "description": "Sets a float parameter by name" }, "Animator.SetInt": { "prefix": "Animator.SetInt", "body": [ "Animator.SetInt(${0:missionObjectName}, ${1:parameterName}, ${2:value})" ], "description": "Sets a int parameter by name" }, "Animator.SetTrigger": { "prefix": "Animator.SetTrigger", "body": [ "Animator.SetTrigger(${0:missionObjectName}, ${1:parameterName})" ], "description": "Begins a trigger parameter by name" }, "Animator.GetBool": { "prefix": "Animator.GetBool", "body": [ "Animator.GetBool(${0:missionObjectName}, ${1:parameterName})" ], "description": "Gets the current value of a bool parameter by name" }, "Animator.GetFloat": { "prefix": "Animator.GetFloat", "body": [ "Animator.GetFloat(${0:missionObjectName}, ${1:parameterName})" ], "description": "Gets the current value of a float parameter by name" }, "Animator.GetInt": { "prefix": "Animator.GetInt", "body": [ "Animator.GetInt(${0:missionObjectName}, ${1:parameterName})" ], "description": "Gets the current value of a int parameter by name" }, "Apps.RequestAppState": { "prefix": "Apps.RequestAppState", "body": [ "Apps.RequestAppState(${0:appName}, ${1:newState})" ], "description": "Ask an App to change it's state" }, "Apps.Console_OutputLine": { "prefix": "Apps.Console_OutputLine", "body": [ "Apps.Console_OutputLine(${0:appName}, ${1:outputString})" ], "description": "Output a line to the terminal UI" }, "SetState": { "prefix": "SetState", "body": [ "SetState(${0:newState})" ], "description": "Sets the App's state." }, "CreateStatusWindow": { "prefix": "CreateStatusWindow", "body": [ "CreateStatusWindow()" ], "description": "Create the status window" }, "RemoveStatusWindow": { "prefix": "RemoveStatusWindow", "body": [ "RemoveStatusWindow()" ], "description": "Remove this app's status window" }, "DisplayStatusWindow": { "prefix": "DisplayStatusWindow", "body": [ "DisplayStatusWindow(${0:enabled})" ], "description": "Show or hide the app's status window." }, "UpdateStatusWindow": { "prefix": "UpdateStatusWindow", "body": [ "UpdateStatusWindow(${0:text})" ], "description": "Update the text content of the app's status window" }, "SetStatusIcon": { "prefix": "SetStatusIcon", "body": [ "SetStatusIcon(${0:id})" ], "description": "Set the icon used for the app's status window" }, "SetStatusIconColor": { "prefix": "SetStatusIconColor", "body": [ "SetStatusIconColor(${0:color})" ], "description": "Set the color of the status window icon" }, "CreateAppWindow": { "prefix": "CreateAppWindow", "body": [ "CreateAppWindow(${0:title}, ${1:backgroundImagePath})" ], "description": "Initialize the AppWindow for this App" }, "RemoveAppWindow": { "prefix": "RemoveAppWindow", "body": [ "RemoveAppWindow()" ], "description": "Reset the AppWindow" }, "ShowAppWindow": { "prefix": "ShowAppWindow", "body": [ "ShowAppWindow()" ], "description": "Make the AppWindow visible (rember to create the window first!)" }, "HideAppWindow": { "prefix": "HideAppWindow", "body": [ "HideAppWindow()" ], "description": "Hide the app window." }, "SetAppWindowContent": { "prefix": "SetAppWindowContent", "body": [ "SetAppWindowContent(${0:content})" ], "description": "Set the content text of the AppWindow" }, "ShowAppWindowProgress": { "prefix": "ShowAppWindowProgress", "body": [ "ShowAppWindowProgress(${0:display})" ], "description": "Show (or hide) a progress bar on the AppWindow" }, "SetAppWindowProgress": { "prefix": "SetAppWindowProgress", "body": [ "SetAppWindowProgress(${0:progress})" ], "description": "Set the progres on the AppWindow progress bar (remember to use 'ShowAppWindowProgress(true)' first to enable it!)" }, "StartLuaCoroutine": { "prefix": "StartLuaCoroutine", "body": [ "StartLuaCoroutine(${0:dynValue})" ], "description": "..." }, "Color.RandomColor": { "prefix": "Color.RandomColor", "body": [ "Color.RandomColor(${0:alpha})" ], "description": "Returns a random color" }, "Color.LessRandomColor": { "prefix": "Color.LessRandomColor", "body": [ "Color.LessRandomColor(${0:hMin}, ${1:hMax}, ${2:sMin}, ${3:sMax}, ${4:vMin}, ${5:vMax}, ${6:aMin}, ${7:aMax})" ], "description": "Returns a random color based on hue, saturation, value, and alpha upper and lower limits" }, "Color.Clear" : { "prefix": "Color.Clear", "body": [ "Color.Clear" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #ffffff;\"| || 1, 1, 1\r\n|-\r\n|}" }, "Color.Black" : { "prefix": "Color.Black", "body": [ "Color.Black" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #181818;\"| || 0.094, 0.094, 0.094\r\n|-\r\n|}" }, "Color.DarkGrey" : { "prefix": "Color.DarkGrey", "body": [ "Color.DarkGrey" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #585858;\"| || 0.345, 0.345, 0.345\r\n|-\r\n|}" }, "Color.Grey" : { "prefix": "Color.Grey", "body": [ "Color.Grey" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #B8B8B8;\"| || 0.722, 0.722, 0.722\r\n|-\r\n|}" }, "Color.LightGrey" : { "prefix": "Color.LightGrey", "body": [ "Color.LightGrey" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #D8D8D8;\"| || 0.847, 0.847, 0.847\r\n|-\r\n|}" }, "Color.White" : { "prefix": "Color.White", "body": [ "Color.White" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #F8F8F8;\"| || 0.972, 0.972, 0.972\r\n|-\r\n|}" }, "Color.Red" : { "prefix": "Color.Red", "body": [ "Color.Red" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #AB4642;\"| || 0.671, 0.275, 0.259\r\n|-\r\n|}" }, "Color.Orange" : { "prefix": "Color.Orange", "body": [ "Color.Orange" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #DC9656;\"| || 0.863, 0.589, 0.336\r\n|-\r\n|}" }, "Color.Yellow" : { "prefix": "Color.Yellow", "body": [ "Color.Yellow" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #F7CA88;\"| || 0.969, 0.792, 0.533\r\n|-\r\n|}" }, "Color.Green" : { "prefix": "Color.Green", "body": [ "Color.Green" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #A1B56C;\"| || 0.631, 0.71, 0.424\r\n|-\r\n|}" }, "Color.Cyan" : { "prefix": "Color.Cyan", "body": [ "Color.Cyan" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #86C1B9;\"| || 0.525, 0.757, 0.725\r\n|-\r\n|}" }, "Color.Blue" : { "prefix": "Color.Blue", "body": [ "Color.Blue" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #7CAFC2;\"| || 0.486, 0.686, 0.761\r\n|-\r\n|}" }, "Color.Purple" : { "prefix": "Color.Purple", "body": [ "Color.Purple" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #BA8BAF;\"| || 0.729, 0.545, 0.686\r\n|-\r\n|}" }, "Color.Brown" : { "prefix": "Color.Brown", "body": [ "Color.Brown" ], "description": "\r\n{| class=wikitable\r\n! Preview !! RGB\r\n|-\r\n|style=\"background: #A16946;\"| || 0.631, 0.412, 0.275\r\n|-\r\n|}" }, "Conversation.StartScript": { "prefix": "Conversation.StartScript", "body": [ "Conversation.StartScript(${0:path}, ${1:onCompleteCallback})" ], "description": "Starts a conversation from a name" }, "DataPoints.GetAllDataPoints": { "prefix": "DataPoints.GetAllDataPoints", "body": [ "DataPoints.GetAllDataPoints()" ], "description": "Return all the data points that are currently in the level" }, "DataPoints.GetObjectDataPoints": { "prefix": "DataPoints.GetObjectDataPoints", "body": [ "DataPoints.GetObjectDataPoints(${0:objectName})" ], "description": "Return all the data points received by an object or a character " }, "DataPoints.FilterNetwork": { "prefix": "DataPoints.FilterNetwork", "body": [ "DataPoints.FilterNetwork(${0:dataPoints}, ${1:networkName})" ], "description": "Filter data points with the network name" }, "DataPoints.FilterDataType": { "prefix": "DataPoints.FilterDataType", "body": [ "DataPoints.FilterDataType(${0:dataPoints}, ${1:dataType})" ], "description": "Filter data points with the data type" }, "DataPoints.DeleteDataPoints": { "prefix": "DataPoints.DeleteDataPoints", "body": [ "DataPoints.DeleteDataPoints(${0:dataPoints})" ], "description": "Remove data points from the level" }, "DataPoints.GetData": { "prefix": "DataPoints.GetData", "body": [ "DataPoints.GetData(${0:dataPoints})" ], "description": "Return all the data string from the given data points" }, "DataPoints.GetDataPointInfo": { "prefix": "DataPoints.GetDataPointInfo", "body": [ "DataPoints.GetDataPointInfo(${0:dataPoints})" ], "description": "Return all the data info from the given data points" }, "DataPoints.PlayersInventorySave": { "prefix": "DataPoints.PlayersInventorySave", "body": [ "DataPoints.PlayersInventorySave(${0:dataFile})" ], "description": "Save data info in the the players inventory" }, "DataPoints.PlayersInventoryRemove": { "prefix": "DataPoints.PlayersInventoryRemove", "body": [ "DataPoints.PlayersInventoryRemove(${0:dataFile})" ], "description": "Save data info in the the players inventory" }, "Debug.ConnectToDevLaptop": { "prefix": "Debug.ConnectToDevLaptop", "body": [ "Debug.ConnectToDevLaptop()" ], "description": "Open SSH connection to DevLaptop Device, if there's one in the level." }, "Debug.TeleportPlayer": { "prefix": "Debug.TeleportPlayer", "body": [ "Debug.TeleportPlayer(${0:spawnPointName})" ], "description": "Teleport player to a SpawnPoint in level." }, "Debug.ShowPlayerPath": { "prefix": "Debug.ShowPlayerPath", "body": [ "Debug.ShowPlayerPath(${0:value})" ], "description": "ShowPlayerPath" }, "Devices.SetPower": { "prefix": "Devices.SetPower", "body": [ "Devices.SetPower(${0:deviceName}, ${1:state})" ], "description": "Change the powered on state of the device" }, "Devices.TogglePower": { "prefix": "Devices.TogglePower", "body": [ "Devices.TogglePower(${0:deviceName})" ], "description": "Flip the powered on state of the device" }, "Devices.GetPower": { "prefix": "Devices.GetPower", "body": [ "Devices.GetPower(${0:deviceName})" ], "description": "Get the powered on state of the device" }, "Devices.SetActive": { "prefix": "Devices.SetActive", "body": [ "Devices.SetActive(${0:deviceName}, ${1:state})" ], "description": "Change the active state of the device" }, "Devices.ToggleActive": { "prefix": "Devices.ToggleActive", "body": [ "Devices.ToggleActive(${0:deviceName})" ], "description": "Flip the active state of the device" }, "Devices.GetActive": { "prefix": "Devices.GetActive", "body": [ "Devices.GetActive(${0:deviceName})" ], "description": "Get the active state of the device" }, "Devices.RunOnce": { "prefix": "Devices.RunOnce", "body": [ "Devices.RunOnce(${0:deviceName})" ], "description": "Trigger a single update of the device" }, "Devices.SetAmok": { "prefix": "Devices.SetAmok", "body": [ "Devices.SetAmok(${0:deviceName}, ${1:state})" ], "description": "Begin an 'Amok' state, cause the device to act in an unstable/broken manor" }, "Devices.ToggleAmok": { "prefix": "Devices.ToggleAmok", "body": [ "Devices.ToggleAmok(${0:deviceName})" ], "description": "Flip the amok state" }, "Devices.GetAmok": { "prefix": "Devices.GetAmok", "body": [ "Devices.GetAmok(${0:deviceName})" ], "description": "Get the 'Amok' state of the device" }, "Devices.SetValue": { "prefix": "Devices.SetValue", "body": [ "Devices.SetValue(${0:deviceName}, ${1:newValue})" ], "description": "Pass a string value to the device" }, "Devices.GetValue": { "prefix": "Devices.GetValue", "body": [ "Devices.GetValue(${0:deviceName})" ], "description": "Get the current value of the device" }, "Devices.GetDataInventory": { "prefix": "Devices.GetDataInventory", "body": [ "Devices.GetDataInventory(${0:deviceName}, ${1:index})" ], "description": "Get the description of the data at this index in the DataInventory" }, "Devices.GetDataPointFromInventory": { "prefix": "Devices.GetDataPointFromInventory", "body": [ "Devices.GetDataPointFromInventory(${0:deviceName}, ${1:index})" ], "description": "Get a table of useful data from the DataPoint at this index in the DataInventory" }, "Devices.GetDataInventoryCount": { "prefix": "Devices.GetDataInventoryCount", "body": [ "Devices.GetDataInventoryCount(${0:deviceName})" ], "description": "Get the number of DataPoints in the DataInventory of this device" }, "Devices.CheckPlayerAccess": { "prefix": "Devices.CheckPlayerAccess", "body": [ "Devices.CheckPlayerAccess(${0:deviceName})" ], "description": "Check if the PLayer has access to a Device" }, "Doors.SetZoneKeys": { "prefix": "Doors.SetZoneKeys", "body": [ "Doors.SetZoneKeys(${0:zoneName}, ${1:keyNames})" ], "description": "Sets a key as unlocking a specific zone" }, "Doors.SetNetwork": { "prefix": "Doors.SetNetwork", "body": [ "Doors.SetNetwork(${0:networkName})" ], "description": "Sets the name of the network for the door system to use" }, "Doors.SetKeyOnDevice": { "prefix": "Doors.SetKeyOnDevice", "body": [ "Doors.SetKeyOnDevice(${0:keyName}, ${1:deviceName})" ], "description": "Sets a key as the current NFC file on a net device" }, "Doors.AssignKeyToCharacter": { "prefix": "Doors.AssignKeyToCharacter", "body": [ "Doors.AssignKeyToCharacter(${0:keyName}, ${1:character})" ], "description": "Adds a key to a characters inventory and sets it as the characters current NFC data" }, "Doors.Open": { "prefix": "Doors.Open", "body": [ "Doors.Open(${0:doorID})" ], "description": "Open the specified door." }, "Doors.Close": { "prefix": "Doors.Close", "body": [ "Doors.Close(${0:doorID})" ], "description": "close the specified door." }, "Doors.Unlock": { "prefix": "Doors.Unlock", "body": [ "Doors.Unlock(${0:doorID})" ], "description": "Unlock the specified door" }, "Doors.Lock": { "prefix": "Doors.Lock", "body": [ "Doors.Lock(${0:doorID})" ], "description": "Lock the specified door" }, "Flutter.SendMessageFromCharacter": { "prefix": "Flutter.SendMessageFromCharacter", "body": [ "Flutter.SendMessageFromCharacter(${0:message}, ${1:internalName})" ], "description": "Sends a custom FlutterMessage from NPC in current level" }, "Flutter.SendRandomMessageFromCharacter": { "prefix": "Flutter.SendRandomMessageFromCharacter", "body": [ "Flutter.SendRandomMessageFromCharacter(${0:internalName})" ], "description": "Sends a generated Flutter message from NPC in current level" }, "Flutter.SendRandomMessage": { "prefix": "Flutter.SendRandomMessage", "body": [ "Flutter.SendRandomMessage()" ], "description": "Sends a generated Flutter message from generated random character" }, "Flutter.SetFlutterEnabled": { "prefix": "Flutter.SetFlutterEnabled", "body": [ "Flutter.SetFlutterEnabled(${0:enabled})" ], "description": "Set Flutter app enabled or disabled." }, "GameProgress.GetValue": { "prefix": "GameProgress.GetValue", "body": [ "GameProgress.GetValue(${0:key})" ], "description": "Returns a value from the game progress by key, empty string if it doesn't exist" }, "GameProgress.SetValue": { "prefix": "GameProgress.SetValue", "body": [ "GameProgress.SetValue(${0:key}, ${1:value}, ${2:overwrite})" ], "description": "Sets a value in the game progress" }, "GameProgress.HasKey": { "prefix": "GameProgress.HasKey", "body": [ "GameProgress.HasKey(${0:key})" ], "description": "Does the specified key exist?" }, "Mission.CompletedMissionSetup_Always": { "prefix": "Mission.CompletedMissionSetup_Always", "body": [ "Mission.CompletedMissionSetup_Always()" ], "description": "This should be called at the end of MissionSetup_Always()\r\n\t\t\t\t\t\tAfter it the game will either load last save and start, or execute MissionSetup_NoSave()" }, "Mission.CompletedMissionSetup_NoSave": { "prefix": "Mission.CompletedMissionSetup_NoSave", "body": [ "Mission.CompletedMissionSetup_NoSave()" ], "description": "This should be called at the end of MissionSetup_NoSave()\r\n\t\t\t\tCall this AFTER all Devices have been connected to their networks. This allows DataPoints to be processed correctly." }, "Mission.MissionCompleted": { "prefix": "Mission.MissionCompleted", "body": [ "Mission.MissionCompleted()" ], "description": "This should be called when the final objective of the mission has been completed\r\n\t\t\t\t\t\tIt will trigger the game to fade to black and return to the main menu" }, "Mission.MissionFailed": { "prefix": "Mission.MissionFailed", "body": [ "Mission.MissionFailed()" ], "description": "This function will fail the current mission, as if Joe had been tazed (or similar)." }, "Mission.SpawnCharacter": { "prefix": "Mission.SpawnCharacter", "body": [ "Mission.SpawnCharacter(${0:internalName})" ], "description": "Spawn a registered character in the game" }, "Mission.ObjectiveIsActive": { "prefix": "Mission.ObjectiveIsActive", "body": [ "Mission.ObjectiveIsActive(${0:objectiveName})" ], "description": "Returns true if objective has been started but not completed yet." }, "Mission.ObjectiveIsCompleted": { "prefix": "Mission.ObjectiveIsCompleted", "body": [ "Mission.ObjectiveIsCompleted(${0:objectiveName})" ], "description": "Returns true if objective has been completed." }, "Mission.StartObjective": { "prefix": "Mission.StartObjective", "body": [ "Mission.StartObjective(${0:objectiveName})" ], "description": "Start the provided objective" }, "Mission.CompleteObjective": { "prefix": "Mission.CompleteObjective", "body": [ "Mission.CompleteObjective(${0:objectiveName})" ], "description": "Complete the provided objective" }, "Mission.GetCurrentObjective": { "prefix": "Mission.GetCurrentObjective", "body": [ "Mission.GetCurrentObjective()" ], "description": "Get the name of the current objective" }, "Mission.TriggerAutoSave": { "prefix": "Mission.TriggerAutoSave", "body": [ "Mission.TriggerAutoSave()" ], "description": "Triggers an autosave, only if the game is current in a mission" }, "Mission.SetMissionObjectInteractionRequirement": { "prefix": "Mission.SetMissionObjectInteractionRequirement", "body": [ "Mission.SetMissionObjectInteractionRequirement(${0:name}, ${1:requirement})" ], "description": "Sets if a MissionObject should request the player to select an item or data file before interaction" }, "Mission.SetCharacterInteractionRequirement": { "prefix": "Mission.SetCharacterInteractionRequirement", "body": [ "Mission.SetCharacterInteractionRequirement(${0:name}, ${1:requirement})" ], "description": "Sets if a Character should request the player to select an item or data file before interaction" }, "Mission.SetCharacterInteractable": { "prefix": "Mission.SetCharacterInteractable", "body": [ "Mission.SetCharacterInteractable(${0:name}, ${1:state})" ], "description": "Sets if a Character should be interactable or not at the moment" }, "Mission.SetPlayerControlled": { "prefix": "Mission.SetPlayerControlled", "body": [ "Mission.SetPlayerControlled(${0:tf})" ], "description": "Set whether the player is currently in control (or not). Used for cutscenes, and other things that we haven't thought of yet." }, "Mission.GetBool": { "prefix": "Mission.GetBool", "body": [ "Mission.GetBool(${0:key})" ], "description": "Get a boolean value of a key in mission Lua script. Returns false if key doesn't exist." }, "Mission.SetBool": { "prefix": "Mission.SetBool", "body": [ "Mission.SetBool(${0:key}, ${1:newBool})" ], "description": "Sets a boolean value of a key in mission Lua script." }, "Mission.GetString": { "prefix": "Mission.GetString", "body": [ "Mission.GetString(${0:key})" ], "description": "Get a string value of a key in mission Lua script. Returns empty if key doesn't exist." }, "Mission.SetString": { "prefix": "Mission.SetString", "body": [ "Mission.SetString(${0:key}, ${1:newString})" ], "description": "Sets a string value of a key in mission Lua script." }, "Mission.GetNumber": { "prefix": "Mission.GetNumber", "body": [ "Mission.GetNumber(${0:key})" ], "description": "Get a numeric value of a key in mission Lua script. Returns 0 if key doesn't exist." }, "Mission.SetNumber": { "prefix": "Mission.SetNumber", "body": [ "Mission.SetNumber(${0:key}, ${1:newValue})" ], "description": "Sets a numeric value of a key in mission Lua script." }, "Mission.StartVibrationEvent": { "prefix": "Mission.StartVibrationEvent", "body": [ "Mission.StartVibrationEvent(${0:objectName})" ], "description": "Start a mission object vibration event" }, "Mission.StopVibrationEvent": { "prefix": "Mission.StopVibrationEvent", "body": [ "Mission.StopVibrationEvent(${0:objectName})" ], "description": "Stop a mission object vibration event" }, "Mission.SpawnWanderNPCs": { "prefix": "Mission.SpawnWanderNPCs", "body": [ "Mission.SpawnWanderNPCs(${0:spawnPoint}, ${1:spawnNum}, ${2:characterPrefabs}, ${3:headProps}, ${4:colorTextures}, ${5:metalTextures}, ${6:gestures})" ], "description": "Spawns various Wander NPCs in a randomized way" }, "Network.CreateDataPoint": { "prefix": "Network.CreateDataPoint", "body": [ "Network.CreateDataPoint(${0:internalName}, ${1:dataTable}, ${2:locationObject}, ${3:characterName}, ${4:networkName})" ], "description": "Create a DataPoint in a specific place, from a specific character, with pre filled in data." }, "Network.ConnectToNetwork": { "prefix": "Network.ConnectToNetwork", "body": [ "Network.ConnectToNetwork(${0:connector}, ${1:targetNetwork}, ${2:accessKey})" ], "description": "Connect a device (or a table of devices) to a specified network" }, "Network.SendData": { "prefix": "Network.SendData", "body": [ "Network.SendData(${0:internalName}, ${1:dataTable}, ${2:sender}, ${3:receiver})" ], "description": "Send a data file from one device to another" }, "Network.SetNetDeviceNFCData": { "prefix": "Network.SetNetDeviceNFCData", "body": [ "Network.SetNetDeviceNFCData(${0:internalName}, ${1:dataTable}, ${2:deviceTable})" ], "description": "Sets NFC data on a mission object" }, "Network.SetNetDeviceNFC": { "prefix": "Network.SetNetDeviceNFC", "body": [ "Network.SetNetDeviceNFC(${0:deviceName}, ${1:enabled})" ], "description": "Set if a mission object supports NFCAddNetDevice" }, "Noise.Emit": { "prefix": "Noise.Emit", "body": [ "Noise.Emit(${0:deviceName}, ${1:noiseTable})" ], "description": "Emits a noise from deviceName with attributes in noiseTable" }, "Noise.Silence": { "prefix": "Noise.Silence", "body": [ "Noise.Silence(${0:deviceName})" ], "description": "Silences the noise" }, "Particles.Play": { "prefix": "Particles.Play", "body": [ "Particles.Play(${0:deviceName}, ${1:searchChildren})" ], "description": "Sets the particle system into play mode and beings emitting" }, "Particles.Pause": { "prefix": "Particles.Pause", "body": [ "Particles.Pause(${0:deviceName}, ${1:searchChildren})" ], "description": "Pauses playing the particle system." }, "Particles.Stop": { "prefix": "Particles.Stop", "body": [ "Particles.Stop(${0:deviceName}, ${1:searchChildren})" ], "description": "Stops playing the particle system." }, "Particles.Toggle": { "prefix": "Particles.Toggle", "body": [ "Particles.Toggle(${0:deviceName}, ${1:searchChildren})" ], "description": "Toggles the particle system playing" }, "Particles.Emit": { "prefix": "Particles.Emit", "body": [ "Particles.Emit(${0:deviceName}, ${1:count}, ${2:searchChildren})" ], "description": "Emit _count_ particles immediately." }, "Particles.IsPlaying": { "prefix": "Particles.IsPlaying", "body": [ "Particles.IsPlaying(${0:deviceName}, ${1:searchChildren})" ], "description": "Is the particle system playing right now?" }, "Player.AddItemToInventory": { "prefix": "Player.AddItemToInventory", "body": [ "Player.AddItemToInventory(${0:itemName})" ], "description": "Adds an item to the players inventory (silently, wihtout a notification. Also check Mission.SendData() )." }, "Player.RemoveItemFromInventory": { "prefix": "Player.RemoveItemFromInventory", "body": [ "Player.RemoveItemFromInventory(${0:itemName})" ], "description": "Removes an item to the players inventory" }, "Player.HasItem": { "prefix": "Player.HasItem", "body": [ "Player.HasItem(${0:itemName})" ], "description": "Is an item in the players inventory" }, "Player.ClearInventory": { "prefix": "Player.ClearInventory", "body": [ "Player.ClearInventory()" ], "description": "Removes all items from the players inventory" }, "Player.SetPlayerNFCData": { "prefix": "Player.SetPlayerNFCData", "body": [ "Player.SetPlayerNFCData(${0:internalName}, ${1:dataTable})" ], "description": "Sets the NFC data on the players phone" }, "Player.AddDataFile": { "prefix": "Player.AddDataFile", "body": [ "Player.AddDataFile(${0:internalName}, ${1:dataTable})" ], "description": "Adds a data file directly to the players data inventory without a sender" }, "Player.ClearDataInventory": { "prefix": "Player.ClearDataInventory", "body": [ "Player.ClearDataInventory()" ], "description": "Removes all data files from the players data inventory" }, "Player.HasDataFile": { "prefix": "Player.HasDataFile", "body": [ "Player.HasDataFile(${0:dataFileName})" ], "description": "Does the player have a data file with this name?" }, "Player.HasEncryptedFile": { "prefix": "Player.HasEncryptedFile", "body": [ "Player.HasEncryptedFile(${0:dataFileName})" ], "description": "Does the player have a file with the name _dataFileName_ and is it encrypted?" }, "Player.HasDecryptedFile": { "prefix": "Player.HasDecryptedFile", "body": [ "Player.HasDecryptedFile(${0:dataFileName})" ], "description": "Does the player have a file with the name _dataFileName_ and is it unencrypted?" }, "Player.GetDataString": { "prefix": "Player.GetDataString", "body": [ "Player.GetDataString(${0:internalName})" ], "description": "Returns the data string of a file in the players inventory, takes in the internal name of the file" }, "Player.SetDataString": { "prefix": "Player.SetDataString", "body": [ "Player.SetDataString(${0:internalName}, ${1:newString})" ], "description": "Sets the data string of a data file in the players data inventory" }, "Player.GetAllDataFileNames": { "prefix": "Player.GetAllDataFileNames", "body": [ "Player.GetAllDataFileNames()" ], "description": "Return internalNames of all files in the players data inventory" }, "Player.GetAllDataFiles": { "prefix": "Player.GetAllDataFiles", "body": [ "Player.GetAllDataFiles()" ], "description": "Return a table of all files in the players data inventory" }, "Player.SendData": { "prefix": "Player.SendData", "body": [ "Player.SendData(${0:internalName}, ${1:receiver})" ], "description": "Send a file from player's inventory to receiver" }, "Player.GetDataPointMetaValue": { "prefix": "Player.GetDataPointMetaValue", "body": [ "Player.GetDataPointMetaValue(${0:dataPoint})" ], "description": "Returns how much new metdata player would gain from this DataPoint" }, "Player.GetSocialProfileSize": { "prefix": "Player.GetSocialProfileSize", "body": [ "Player.GetSocialProfileSize(${0:internalName})" ], "description": "Returns the size of the background profile player has collected about a character" }, "Player.SocialProfileContainsTag": { "prefix": "Player.SocialProfileContainsTag", "body": [ "Player.SocialProfileContainsTag(${0:internalName}, ${1:tag})" ], "description": "Returns true if social profile contains any character data with specified tag" }, "Player.SocialProfileContainsTagData": { "prefix": "Player.SocialProfileContainsTagData", "body": [ "Player.SocialProfileContainsTagData(${0:internalName}, ${1:tag}, ${2:data})" ], "description": "Returns true if social profile contains character data matching both tag and data" }, "Player.SocialProfileContainsData": { "prefix": "Player.SocialProfileContainsData", "body": [ "Player.SocialProfileContainsData(${0:internalName}, ${1:data})" ], "description": "Returns true if social profile contains specified character data (regardless of it's tag)" }, "Player.AddSocialProfileInformation": { "prefix": "Player.AddSocialProfileInformation", "body": [ "Player.AddSocialProfileInformation(${0:internalName}, ${1:tag}, ${2:data})" ], "description": "Add new background data about a character to SocialInventory" }, "Player.GetSocialProfileInformation": { "prefix": "Player.GetSocialProfileInformation", "body": [ "Player.GetSocialProfileInformation(${0:internalName})" ], "description": "Get all known background data about a character from player's SocialInventory" }, "Player.GetPlayerTrackingState": { "prefix": "Player.GetPlayerTrackingState", "body": [ "Player.GetPlayerTrackingState()" ], "description": "Get current tracking state from Player's phone." }, "Player.GetNetPointsCount": { "prefix": "Player.GetNetPointsCount", "body": [ "Player.GetNetPointsCount()" ], "description": "Get current amount of NetPoints the player has." }, "Player.SetNetPointsCount": { "prefix": "Player.SetNetPointsCount", "body": [ "Player.SetNetPointsCount(${0:count})" ], "description": "Set player's NetPoints count." }, "Player.AddNetPoints": { "prefix": "Player.AddNetPoints", "body": [ "Player.AddNetPoints(${0:count})" ], "description": "Add more NetPoints to player" }, "Player.RemoveNetPoints": { "prefix": "Player.RemoveNetPoints", "body": [ "Player.RemoveNetPoints(${0:count})" ], "description": "Take NetPOintsa from player." }, "Player.RecoverNetPoints": { "prefix": "Player.RecoverNetPoints", "body": [ "Player.RecoverNetPoints(${0:count})" ], "description": "Recover used NetPoitns to player." }, "Player.GetName": { "prefix": "Player.GetName", "body": [ "Player.GetName()" ], "description": "Get the Player's internalName" }, "Player.GetLightLevel": { "prefix": "Player.GetLightLevel", "body": [ "Player.GetLightLevel()" ], "description": "Get the light level around the player" }, "Player.SetAlwaysRagdoll": { "prefix": "Player.SetAlwaysRagdoll", "body": [ "Player.SetAlwaysRagdoll(${0:state})" ], "description": "Player character aways ragdolls on death" }, "Player.SetInvisible": { "prefix": "Player.SetInvisible", "body": [ "Player.SetInvisible(${0:state})" ], "description": "Player character is invisible" }, "Scheduler.CallInSecsReal": { "prefix": "Scheduler.CallInSecsReal", "body": [ "Scheduler.CallInSecsReal(${0:func}, ${1:timeInSecs})" ], "description": "Schedule a lua function to be called after timeInSecs in real time (counting time even if the game is paused, in a menu, or in conversation etc)" }, "Scheduler.CallInSecs": { "prefix": "Scheduler.CallInSecs", "body": [ "Scheduler.CallInSecs(${0:func}, ${1:timeInSecs})" ], "description": "Schedule a lua function to be called after timeInSecs in game time (time doens't count when the game is paused)" }, "Scheduler.CallAtTime": { "prefix": "Scheduler.CallAtTime", "body": [ "Scheduler.CallAtTime(${0:func}, ${1:dateTimeString})" ], "description": "Schedule a lua function to be called at specific time (defined by a date/time string formatted as dd/MM/yyyy/HH:mm)" }, "Sound.TriggerEvent": { "prefix": "Sound.TriggerEvent", "body": [ "Sound.TriggerEvent(${0:eventName}, ${1:sourceName})" ], "description": "Triggers a sound even with name ''eventName''" }, "Sound.SetRTPC": { "prefix": "Sound.SetRTPC", "body": [ "Sound.SetRTPC(${0:sourceName}, ${1:RTPCName}, ${2:value})" ], "description": "Set Real-Time Parameter Curve for an audio event playign on this object" }, "Spectrum.DeleteDataPoint": { "prefix": "Spectrum.DeleteDataPoint", "body": [ "Spectrum.DeleteDataPoint(${0:dataPoint})" ], "description": "Deletes the passed in data point" }, "Spectrum.SaveDataPoint": { "prefix": "Spectrum.SaveDataPoint", "body": [ "Spectrum.SaveDataPoint(${0:dataPoint})" ], "description": "Saves currently targeted data point to the players data inventory" }, "Spectrum.FilterClear": { "prefix": "Spectrum.FilterClear", "body": [ "Spectrum.FilterClear()" ], "description": "Clear the Filter" }, "Spectrum.FilterType (int, bool)": { "prefix": "Spectrum.FilterType (int, bool)", "body": [ "Spectrum.FilterType (int, bool)(${0:t}, ${1:on})" ], "description": "Filter which types of Data Spectrum shows" }, "Spectrum.FilterCreator": { "prefix": "Spectrum.FilterCreator", "body": [ "Spectrum.FilterCreator(${0:creator})" ], "description": "Shows only Data from the Creator of the specified DataPoint. Pass nil to clear" }, "Spectrum.FilterNetwork": { "prefix": "Spectrum.FilterNetwork", "body": [ "Spectrum.FilterNetwork(${0:network})" ], "description": "Shows only Data from the Network of the specified DataPoint. Pass nil to clear" }, "System.SetLanguage": { "prefix": "System.SetLanguage", "body": [ "System.SetLanguage(${0:langCode})" ], "description": "Sets the game language" }, "System.GetCurrentInputMethod": { "prefix": "System.GetCurrentInputMethod", "body": [ "System.GetCurrentInputMethod()" ], "description": "Checks what kind of input method was last used" }, "Timeline.Play": { "prefix": "Timeline.Play", "body": [ "Timeline.Play(${0:missionObjectName})" ], "description": "Starts the timeline" }, "Timeline.Pause": { "prefix": "Timeline.Pause", "body": [ "Timeline.Pause(${0:missionObjectName})" ], "description": "Pauses the timeline" }, "Timeline.Stop": { "prefix": "Timeline.Stop", "body": [ "Timeline.Stop(${0:missionObjectName})" ], "description": "Stops the timeline" }, "Timeline.SetDynamicCameraTarget": { "prefix": "Timeline.SetDynamicCameraTarget", "body": [ "Timeline.SetDynamicCameraTarget(${0:missionObjectName}, ${1:targetName})" ], "description": "Sets the look at & follow target for all dynamically targeted cameras in the timeline" }, "Timeline.PauseAI": { "prefix": "Timeline.PauseAI", "body": [ "Timeline.PauseAI(${0:characterName})" ], "description": "Pauses an AI agent." }, "Timeline.UnpauseAI": { "prefix": "Timeline.UnpauseAI", "body": [ "Timeline.UnpauseAI(${0:characterName})" ], "description": "Unpauses an AI agent, resuming standard behaviour." }, "UI.ToggleClock": { "prefix": "UI.ToggleClock", "body": [ "UI.ToggleClock(${0:state})" ], "description": "Toggles the clock hud element" }, "UI.ToggleWeather": { "prefix": "UI.ToggleWeather", "body": [ "UI.ToggleWeather(${0:state})" ], "description": "Toggles the weather hud element" }, "UI.SetDataViewState": { "prefix": "UI.SetDataViewState", "body": [ "UI.SetDataViewState(${0:state})" ], "description": "Sets the state of the data view" }, "UI.OpenRemoteConnection": { "prefix": "UI.OpenRemoteConnection", "body": [ "UI.OpenRemoteConnection(${0:missionObject})" ], "description": "Opens SSH connection to currently targeted device" }, "UI.SetRadialScanState": { "prefix": "UI.SetRadialScanState", "body": [ "UI.SetRadialScanState(${0:shouldScan})" ], "description": "Control if the radial menu should be scanning for targets" }, "UI.ToggleUIMarkers": { "prefix": "UI.ToggleUIMarkers", "body": [ "UI.ToggleUIMarkers(${0:state})" ], "description": "Show/Hide UI markers for hackable and interactable objects near the player." }, "UI.ShowHint": { "prefix": "UI.ShowHint", "body": [ "UI.ShowHint(${0:message}, ${1:timeout})" ], "description": "Displays a hint message. Multiple messages will stack on screen but don't go too crazy..." }, "UI.ShowModalMessage": { "prefix": "UI.ShowModalMessage", "body": [ "UI.ShowModalMessage(${0:luaMessage})" ], "description": "Displays a modal window with text filed, an optional picture, confirm button & optional cancle button." }, "UI.ShowPopup": { "prefix": "UI.ShowPopup", "body": [ "UI.ShowPopup(${0:type}, ${1:header}, ${2:message}, ${3:timeout})" ], "description": "Displays a small popup window in the centre of the screen" }, "UI.ShowNotification": { "prefix": "UI.ShowNotification", "body": [ "UI.ShowNotification(${0:type}, ${1:header}, ${2:message}, ${3:timeout})" ], "description": "Displays a notification popup in the top right corner of the screen" }, "UI.ShowPopupMenu": { "prefix": "UI.ShowPopupMenu", "body": [ "UI.ShowPopupMenu(${0:table})" ], "description": "Opens a popup menu with multiple options" },