Lua: Difference between revisions
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== Setting up in VS Code == | == Setting up in VS Code == | ||
Install Lua extension in marketplace. Place [https://github.com/rafradek/sigsegv-mvm/blob/master/ | Install Lua extension in marketplace. Place [https://github.com/rafradek/sigsegv-mvm/blob/master/scripts/globals.lua globals.lua] and [https://github.com/rafradek/sigsegv-mvm/blob/master/scripts/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 |
Latest revision as of 07:03, 11 December 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[edit | edit source]
globals.lua[edit | edit source]
library.lua[edit | edit source]
Setting up in VS Code[edit | edit source]
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[edit | edit source]
It is possible to measure script performance with sig_lua_prof_start and sig_lua_prof_end client commands