Lua: Difference between revisions
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==== [https://github.com/rafradek/sigsegv-mvm/blob/master/src/lua/library.lua library.lua] ==== | ==== [https://github.com/rafradek/sigsegv-mvm/blob/master/src/lua/library.lua library.lua] ==== | ||
== Setting up in VS Code == | |||
Install Lua extension in marketplace. Place [https://github.com/rafradek/sigsegv-mvm/blob/master/src/lua/globals.lua globals.lua] and [https://github.com/rafradek/sigsegv-mvm/blob/master/src/lua/library.lua library.lua] in the directory where you want to create lua scripts, and load them in VS Code. This will enable autocompletion for your lua scripts | |||
== Profiling == | == Profiling == | ||
It is possible to measure script performance with sig_lua_prof_start and sig_lua_prof_end client commands | It is possible to measure script performance with sig_lua_prof_start and sig_lua_prof_end client commands |
Revision as of 18:23, 17 August 2022
It is possible to embed Lua scripts into missions with LuaScript / LuaScriptFile keys.
The scripts are parsed once when the game switches a mission, or when the map reset vote is called
Lua programming guide is available at https://www.lua.org/pil/1.html and a quick reference at https://www.lua.org/manual/5.4/
Mission lua scripts are managed by $script_manager entity called popscript
scripts/globals.lua is always parsed before mission scripts
scripts/library.lua contains function definitons provided by the game library
Example popfile
globals.lua
library.lua
Setting up in VS Code
Install Lua extension in marketplace. Place globals.lua and library.lua in the directory where you want to create lua scripts, and load them in VS Code. This will enable autocompletion for your lua scripts
Profiling
It is possible to measure script performance with sig_lua_prof_start and sig_lua_prof_end client commands