Lua: Difference between revisions
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Mission lua scripts are managed by [[Custom Entities#$script manager|$script_manager]] entity with popscript targetname | Mission lua scripts are managed by [[Custom Entities#$script manager|$script_manager]] entity with popscript targetname | ||
All | All mission and $script_mananger scripts are in a global scope and can access each other | ||
scripts/globals.lua is always parsed before mission scripts | scripts/globals.lua is always parsed before mission scripts |
Revision as of 10:26, 25 October 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 with popscript targetname
All mission and $script_mananger scripts are in a global scope and can access each other
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