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 popfile and $script_mananger scripts are in a global scope and can access each other   
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