Editing Lua

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The scripts are parsed once when the game switches a mission, or when the map reset vote is called
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/
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 [[Custom Entities#$script manager|$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/globals.lua is always parsed before mission scripts
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==== [https://github.com/rafradek/sigsegv-mvm/blob/master/scripts/mvm_bigrock_luademo.pop '''Example popfile'''] ====
==== [https://github.com/rafradek/sigsegv-mvm/blob/master/scripts/mvm_bigrock_luademo.pop '''Example popfile'''] ====


==== [https://github.com/rafradek/sigsegv-mvm/blob/master/scripts/globals.lua globals.lua] ====
==== [https://github.com/rafradek/sigsegv-mvm/blob/master/src/lua/globals.lua globals.lua] ====
 
==== [https://github.com/rafradek/sigsegv-mvm/blob/master/scripts/library.lua library.lua] ====
 
== Setting up in VS Code ==
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 ==
==== [https://github.com/rafradek/sigsegv-mvm/blob/master/src/lua/library.lua library.lua] ====
It is possible to measure script performance with sig_lua_prof_start and sig_lua_prof_end client commands
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