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* Update to bug report form * Update bug_report.yaml * Update AUTHORS.md - Tomo (general coding, special FX coding, bug fixing) * Update CHANGELOG.md * Update CHANGELOG.md * Update bug_report.yaml * Add files via upload * Add files via upload * Add ID_DIARY_SPRITES (1384) and DIARY_ENTRY_SPRITES (1385) * Delete Scripts/Engine/Diarymodule.lua * Add files via upload * Add files via upload * Add files via upload * Add files via upload * Delete Scripts/Engine/CustomBar.lua * Add files via upload * Update CustomDiary.lua * Add files via upload * Add files via upload * Add files via upload * Update CustomDiary.lua * Upload * Update CHANGELOG.md * Revisions * Doc revisions * Remove GameVars.Engine everywhere. * Added error warnings by integrating type module * Update bug_report.yaml * Fixed the bug with GameVars resetting each level. * Added .Engine back. * Added missing checks. * Removed nil from textOptions loop * Added full TEN name for printlogs. * LatestChanges * Added section for import. --------- Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
1291 lines
31 KiB
HTML
1291 lines
31 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
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"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<html>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
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<head>
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<title>TombEngine 1.7.2 (Developer) Lua API</title>
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<link rel="stylesheet" href="../ldoc.css" type="text/css" />
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</head>
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<body>
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<div id="container">
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<div id="product">
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<div id="product_logo"></div>
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<div id="product_name"><big><b></b></big></div>
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<div id="product_description"></div>
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</div> <!-- id="product" -->
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<div id="main">
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<!-- Menu -->
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<div id="navigation">
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<br/>
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<h1> TombEngine</h1>
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<ul>
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<li><a href="../index.html">Index</a></li>
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</ul>
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<h2>1 Modules</h2>
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<ul class="nowrap">
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<li> <a href="../1 modules/Effects.html">Effects</a></li>
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<li> <a href="../1 modules/Flow.html">Flow</a></li>
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<li> <a href="../1 modules/Input.html">Input</a></li>
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<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
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<li> <a href="../1 modules/Logic.html">Logic</a></li>
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<li> <a href="../1 modules/Objects.html">Objects</a></li>
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<li> <a href="../1 modules/Sound.html">Sound</a></li>
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<li> <a href="../1 modules/Strings.html">Strings</a></li>
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<li> <a href="../1 modules/Util.html">Util</a></li>
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<li> <a href="../1 modules/View.html">View</a></li>
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</ul>
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<h2>2 Classes</h2>
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<ul class="nowrap">
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<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
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<li> <here>Flow.Settings</here></li>
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<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
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<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
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<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
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<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
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<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
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<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
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<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
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<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
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<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
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<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
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<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
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<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
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</ul>
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<h2>3 Primitive Classes</h2>
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<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
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<li> <a href="../3 primitive classes/Color.html">Color</a></li>
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<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
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<li> <a href="../3 primitive classes/Time.html">Time</a></li>
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<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
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<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
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</ul>
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<h2>4 Enums</h2>
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<ul class="nowrap">
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
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<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
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<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
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<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
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<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
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<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
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<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
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<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
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<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
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<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
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<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
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<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
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<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
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<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
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<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
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<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
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<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
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</ul>
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<h2>5 Lua utility modules</h2>
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<ul class="nowrap">
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<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
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<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
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<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
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<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
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</ul>
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</div>
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<div id="content">
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<h1>Class <code>Flow.Settings</code></h1>
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<p>Global engine settings which don't fall into particular category or can't be assigned to a specific object.</p>
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<p> Can be accessed using <a href="../1 modules/Flow.html#SetSettings">Flow.SetSettings</a> and <a href="../1 modules/Flow.html#GetSettings">Flow.GetSettings</a> functions.</p>
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<h2><a href="#Animations">Animations </a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#crawlExtended">crawlExtended</a></td>
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<td class="summary">Extended crawl moveset.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#crouchRoll">crouchRoll</a></td>
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<td class="summary">Crouch roll.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#crawlspaceSwandive">crawlspaceSwandive</a></td>
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<td class="summary">Crawlspace dive.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#sprintJump">sprintJump</a></td>
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<td class="summary">Sprint jump.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#ledgeJumps">ledgeJumps</a></td>
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<td class="summary">Ledge jumps.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#poseTimeout">poseTimeout</a></td>
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<td class="summary">Pose timeout.</td>
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</tr>
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</table>
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<h2><a href="#Camera">Camera </a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#binocularLightColor">binocularLightColor</a></td>
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<td class="summary">Determines highlight color in binocular mode.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#lasersightLightColor">lasersightLightColor</a></td>
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<td class="summary">Determines highlight color in lasersight mode.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#objectCollision">objectCollision</a></td>
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<td class="summary">Specify whether camera can collide with objects.</td>
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</tr>
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</table>
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<h2><a href="#Flare">Flare </a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#color">color</a></td>
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<td class="summary">Flare color.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#offset">offset</a></td>
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<td class="summary">Muzzle offset.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#range">range</a></td>
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<td class="summary">Light range.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#timeout">timeout</a></td>
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<td class="summary">Burn timeout.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#pickupCount">pickupCount</a></td>
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<td class="summary">Default flare pickup count.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#lensflareBrightness">lensflareBrightness</a></td>
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<td class="summary">Lens flare brightness.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#sparks">sparks</a></td>
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<td class="summary">Toggle spark effect.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#smoke">smoke</a></td>
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<td class="summary">Toggle smoke effect.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#flicker">flicker</a></td>
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<td class="summary">Toggle flicker effect.</td>
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</tr>
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</table>
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<h2><a href="#Hair">Hair </a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#mesh">mesh</a></td>
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<td class="summary">Root mesh to which hair object will attach to.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#offset">offset</a></td>
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<td class="summary">Relative braid offset to a headmesh.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#indices">indices</a></td>
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<td class="summary">Braid connection indices.</td>
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</tr>
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</table>
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<h2><a href="#Hud">Hud </a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#statusBars">statusBars</a></td>
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<td class="summary">Toggle in-game status bars visibility.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#loadingBar">loadingBar</a></td>
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<td class="summary">Toggle loading bar visibility.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#speedometer">speedometer</a></td>
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<td class="summary">Toggle speedometer visibility.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#pickupNotifier">pickupNotifier</a></td>
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<td class="summary">Toggle pickup notifier visibility.</td>
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</tr>
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</table>
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<h2><a href="#Physics">Physics </a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#gravity">gravity</a></td>
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<td class="summary">Global world gravity.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#swimVelocity">swimVelocity</a></td>
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<td class="summary">Swim velocity.</td>
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</tr>
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</table>
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<h2><a href="#Weapons">Weapons </a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#accuracy">accuracy</a></td>
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<td class="summary">Shooting accuracy.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#targetingDistance">targetingDistance</a></td>
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<td class="summary">Targeting distance.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#interval">interval</a></td>
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<td class="summary">Shooting interval.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#damage">damage</a></td>
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<td class="summary">Damage.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#alternateDamage">alternateDamage</a></td>
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<td class="summary">Alternate damage.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#waterLevel">waterLevel</a></td>
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<td class="summary">Water level.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#pickupCount">pickupCount</a></td>
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<td class="summary">Default ammo pickup count.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#flashColor">flashColor</a></td>
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<td class="summary">Gunflash color.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#flashRange">flashRange</a></td>
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<td class="summary">Gunflash range.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#flashDuration">flashDuration</a></td>
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<td class="summary">Gunflash duration.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#smoke">smoke</a></td>
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<td class="summary">Gun smoke.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#shell">shell</a></td>
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<td class="summary">Gun shell.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#muzzleFlash">muzzleFlash</a></td>
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<td class="summary">Display muzzle flash.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#colorizeMuzzleFlash">colorizeMuzzleFlash</a></td>
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<td class="summary">Colorize muzzle flash.</td>
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</tr>
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</table>
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<h2><a href="#System">System </a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#errorMode">errorMode</a></td>
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<td class="summary">How should the application respond to script errors?</td>
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</tr>
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<tr>
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<td class="name" ><a href="#fastReload">fastReload</a></td>
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<td class="summary">Can the game utilize the fast reload feature?</td>
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</tr>
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</table>
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<br/>
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<br/>
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<h2 class="section-header has-description"><a name="Animations"></a>Animations </h2>
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<div class="section-description">
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These settings determine whether a specific moveset is available in-game.
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</div>
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<dl class="function">
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<dt>
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<a name = "crawlExtended"></a>
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<strong>crawlExtended</strong>
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</dt>
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<dd>
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Extended crawl moveset.
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<ul>
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<li><span class="parameter">crawlExtended</span>
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<span class="types"><span class="type">bool</span></span>
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when enabled, player will be able to traverse across one-click steps in crawlspaces.
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</li>
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</ul>
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</dd>
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<dt>
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<a name = "crouchRoll"></a>
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<strong>crouchRoll</strong>
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</dt>
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<dd>
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Crouch roll.
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<ul>
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<li><span class="parameter">crouchRoll</span>
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<span class="types"><span class="type">bool</span></span>
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when enabled, player can perform crawlspace roll by pressing sprint key.
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</li>
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</ul>
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</dd>
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<dt>
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<a name = "crawlspaceSwandive"></a>
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<strong>crawlspaceSwandive</strong>
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</dt>
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<dd>
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Crawlspace dive.
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<ul>
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<li><span class="parameter">crawlspaceSwandive</span>
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<span class="types"><span class="type">bool</span></span>
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when enabled, player will be able to swandive into crawlspaces.
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</li>
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</ul>
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</dd>
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<dt>
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<a name = "sprintJump"></a>
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<strong>sprintJump</strong>
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</dt>
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<dd>
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Sprint jump.
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<ul>
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<li><span class="parameter">sprintJump</span>
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<span class="types"><span class="type">bool</span></span>
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if enabled, player will be able to perform extremely long jump when sprinting.
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</li>
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</ul>
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</dd>
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<dt>
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<a name = "ledgeJumps"></a>
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<strong>ledgeJumps</strong>
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</dt>
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<dd>
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Ledge jumps.
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<ul>
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<li><span class="parameter">ledgeJumps</span>
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<span class="types"><span class="type">bool</span></span>
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if this setting is enabled, player will be able to jump upwards while hanging on the ledge.
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</li>
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</ul>
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</dd>
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<dt>
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<a name = "poseTimeout"></a>
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<strong>poseTimeout</strong>
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</dt>
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<dd>
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Pose timeout.
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|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">poseTimeout</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
if this setting is larger than 0, idle standing pose animation will be performed after given timeout (in seconds).
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<h2 class="section-header has-description"><a name="Camera"></a>Camera </h2>
|
|
|
|
<div class="section-description">
|
|
Parameters to customize camera and everything related to it.
|
|
</div>
|
|
<dl class="function">
|
|
<dt>
|
|
<a name = "binocularLightColor"></a>
|
|
<strong>binocularLightColor</strong>
|
|
</dt>
|
|
<dd>
|
|
Determines highlight color in binocular mode.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">binocularLightColor</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
color of highlight, when player presses action. Zero color means there will be no highlight.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "lasersightLightColor"></a>
|
|
<strong>lasersightLightColor</strong>
|
|
</dt>
|
|
<dd>
|
|
Determines highlight color in lasersight mode.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">lasersightLightColor</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
lasersight highlight color. Zero color means there will be no highlight.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "objectCollision"></a>
|
|
<strong>objectCollision</strong>
|
|
</dt>
|
|
<dd>
|
|
Specify whether camera can collide with objects.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">objectCollision</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
when enabled, camera will collide with moveables and statics. Disable or TR4-like camera behaviour.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<h2 class="section-header has-description"><a name="Flare"></a>Flare </h2>
|
|
|
|
<div class="section-description">
|
|
These settings change appearance and behaviour of a flare.
|
|
</div>
|
|
<dl class="function">
|
|
<dt>
|
|
<a name = "color"></a>
|
|
<strong>color</strong>
|
|
</dt>
|
|
<dd>
|
|
Flare color.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">color</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
flare color. Used for sparks and lensflare coloring as well.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "offset"></a>
|
|
<strong>offset</strong>
|
|
</dt>
|
|
<dd>
|
|
Muzzle offset.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">offset</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
|
a relative muzzle offset where light and particle effects originate from.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "range"></a>
|
|
<strong>range</strong>
|
|
</dt>
|
|
<dd>
|
|
Light range.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">range</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
flare light radius or range. Represented in "clicks" equal to 256 world units.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "timeout"></a>
|
|
<strong>timeout</strong>
|
|
</dt>
|
|
<dd>
|
|
Burn timeout.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">timeout</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
flare burn timeout. Flare will stop working after given timeout (specified in seconds).
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "pickupCount"></a>
|
|
<strong>pickupCount</strong>
|
|
</dt>
|
|
<dd>
|
|
Default flare pickup count.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">pickupCount</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
specifies amount of flares that you get when you pick up a box of flares.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "lensflareBrightness"></a>
|
|
<strong>lensflareBrightness</strong>
|
|
</dt>
|
|
<dd>
|
|
Lens flare brightness.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">lensflareBrightness</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
brightness multiplier. Specifies how bright lens flare is in relation to light (on a range from 0 to 1).
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "sparks"></a>
|
|
<strong>sparks</strong>
|
|
</dt>
|
|
<dd>
|
|
Toggle spark effect.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">sparks</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
spark effect. Determines whether flare generates sparks when burning.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "smoke"></a>
|
|
<strong>smoke</strong>
|
|
</dt>
|
|
<dd>
|
|
Toggle smoke effect.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">smoke</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
smoke effect. Determines whether flare generates smoke when burning.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "flicker"></a>
|
|
<strong>flicker</strong>
|
|
</dt>
|
|
<dd>
|
|
Toggle flicker effect.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">flicker</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
light and lensflare flickering. When turned off, flare light will be constant.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<h2 class="section-header has-description"><a name="Hair"></a>Hair </h2>
|
|
|
|
<div class="section-description">
|
|
This is a table of braid object settings. <br>
|
|
Table consists of three entries, with first one representing classic Lara braid, and 2 and 3 representing left and right young Lara braids respectively.
|
|
Therefore, if you want to access classic Lara braid settings, use <code>settings.Hair[1]</code>, and so on.
|
|
</div>
|
|
<dl class="function">
|
|
<dt>
|
|
<a name = "mesh"></a>
|
|
<strong>mesh</strong>
|
|
</dt>
|
|
<dd>
|
|
Root mesh to which hair object will attach to.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">mesh</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
index of a root mesh to which hair will attach. Root mesh may be different for each hair object.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "offset"></a>
|
|
<strong>offset</strong>
|
|
</dt>
|
|
<dd>
|
|
Relative braid offset to a headmesh.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">offset</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
|
specifies how braid is positioned in relation to a headmesh.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "indices"></a>
|
|
<strong>indices</strong>
|
|
</dt>
|
|
<dd>
|
|
Braid connection indices.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">indices</span>
|
|
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
|
|
a list of headmesh's vertex connection indices. Each index corresponds to nearest braid rootmesh vertex. Amount of indices is unlimited.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<h2 class="section-header has-description"><a name="Hud"></a>Hud </h2>
|
|
|
|
<div class="section-description">
|
|
These settings determine visibility of particular in-game HUD elements.
|
|
</div>
|
|
<dl class="function">
|
|
<dt>
|
|
<a name = "statusBars"></a>
|
|
<strong>statusBars</strong>
|
|
</dt>
|
|
<dd>
|
|
Toggle in-game status bars visibility.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">statusBars</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
if disabled, all status bars (health, air, stamina) will be hidden.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "loadingBar"></a>
|
|
<strong>loadingBar</strong>
|
|
</dt>
|
|
<dd>
|
|
Toggle loading bar visibility.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">loadingBar</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
if disabled, loading bar will be invisible in game.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "speedometer"></a>
|
|
<strong>speedometer</strong>
|
|
</dt>
|
|
<dd>
|
|
Toggle speedometer visibility.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">speedometer</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
if disabled, speedometer will be invisible in game.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "pickupNotifier"></a>
|
|
<strong>pickupNotifier</strong>
|
|
</dt>
|
|
<dd>
|
|
Toggle pickup notifier visibility.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">pickupNotifier</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
if disabled, pickup notifier will be invisible in game.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<h2 class="section-header has-description"><a name="Physics"></a>Physics </h2>
|
|
|
|
<div class="section-description">
|
|
Here you will find various settings for game world physics.
|
|
</div>
|
|
<dl class="function">
|
|
<dt>
|
|
<a name = "gravity"></a>
|
|
<strong>gravity</strong>
|
|
</dt>
|
|
<dd>
|
|
Global world gravity.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">gravity</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
specifies global gravity. Mostly affects Lara and several other objects.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "swimVelocity"></a>
|
|
<strong>swimVelocity</strong>
|
|
</dt>
|
|
<dd>
|
|
Swim velocity.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">swimVelocity</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
specifies swim velocity for Lara. Affects both surface and underwater.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<h2 class="section-header has-description"><a name="Weapons"></a>Weapons </h2>
|
|
|
|
<div class="section-description">
|
|
This is a table of weapon settings, with several parameters available for every weapon.
|
|
Access particular weapon's settings by using <a href="../4 enums/Objects.WeaponType.html#">Objects.WeaponType</a> as an index for this table, e.g. <code>settings.Weapons[Flow.WeaponType.PISTOLS]</code>.
|
|
</div>
|
|
<dl class="function">
|
|
<dt>
|
|
<a name = "accuracy"></a>
|
|
<strong>accuracy</strong>
|
|
</dt>
|
|
<dd>
|
|
Shooting accuracy.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">accuracy</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
determines accuracy range in angles (smaller angles mean higher accuracy). Applicable only for firearms.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "targetingDistance"></a>
|
|
<strong>targetingDistance</strong>
|
|
</dt>
|
|
<dd>
|
|
Targeting distance.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">targetingDistance</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
specifies maximum targeting distance in world units (1 block = 1024 world units) for a given weapon.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "interval"></a>
|
|
<strong>interval</strong>
|
|
</dt>
|
|
<dd>
|
|
Shooting interval.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">interval</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
specifies an interval (in frames), after which Lara is able to shoot again. Not applicable for backholster weapons.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "damage"></a>
|
|
<strong>damage</strong>
|
|
</dt>
|
|
<dd>
|
|
Damage.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">damage</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
amount of hit points taken for every hit.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "alternateDamage"></a>
|
|
<strong>alternateDamage</strong>
|
|
</dt>
|
|
<dd>
|
|
Alternate damage.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">alternateDamage</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
for Revolver and HK, specifies damage in lasersight mode. For crossbow, specifies damage for explosive ammo.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "waterLevel"></a>
|
|
<strong>waterLevel</strong>
|
|
</dt>
|
|
<dd>
|
|
Water level.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">waterLevel</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
specifies water depth, at which Lara will put weapons back into holsters, indicating it's not possible to use it in water.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "pickupCount"></a>
|
|
<strong>pickupCount</strong>
|
|
</dt>
|
|
<dd>
|
|
Default ammo pickup count.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">pickupCount</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
amount of ammo which is given with every ammo pickup for this weapon.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "flashColor"></a>
|
|
<strong>flashColor</strong>
|
|
</dt>
|
|
<dd>
|
|
Gunflash color.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">flashColor</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
specifies the color of the gunflash. Applicable only for firearms.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "flashRange"></a>
|
|
<strong>flashRange</strong>
|
|
</dt>
|
|
<dd>
|
|
Gunflash range.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">flashRange</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
specifies the range of the gunflash. Applicable only for firearms.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "flashDuration"></a>
|
|
<strong>flashDuration</strong>
|
|
</dt>
|
|
<dd>
|
|
Gunflash duration.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">flashDuration</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
specifies the duration of a gunflash effect. Applicable only for firearms.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "smoke"></a>
|
|
<strong>smoke</strong>
|
|
</dt>
|
|
<dd>
|
|
Gun smoke.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">smoke</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
if set to true, indicates that weapon emits gun smoke. Not applicable for crossbow and harpoon gun.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "shell"></a>
|
|
<strong>shell</strong>
|
|
</dt>
|
|
<dd>
|
|
Gun shell.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">shell</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
if set to true, indicates that weapon emits gun shell. Applicable only for firearms.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "muzzleFlash"></a>
|
|
<strong>muzzleFlash</strong>
|
|
</dt>
|
|
<dd>
|
|
Display muzzle flash.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">muzzleFlash</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
specifies whether muzzle flash should be displayed or not. Applicable only for firearms.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "colorizeMuzzleFlash"></a>
|
|
<strong>colorizeMuzzleFlash</strong>
|
|
</dt>
|
|
<dd>
|
|
Colorize muzzle flash.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">colorizeMuzzleFlash</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
specifies whether muzzle flash should be tinted with the same color as gunflash color. Applicable only for firearms.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<h2 class="section-header has-description"><a name="System"></a>System </h2>
|
|
|
|
<div class="section-description">
|
|
Global system settings that is not directly related to gameplay.
|
|
</div>
|
|
<dl class="function">
|
|
<dt>
|
|
<a name = "errorMode"></a>
|
|
<strong>errorMode</strong>
|
|
</dt>
|
|
<dd>
|
|
How should the application respond to script errors?
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">errorMode</span>
|
|
<span class="types"><a class="type" href="../4 enums/Flow.ErrorMode.html#">ErrorMode</a></span>
|
|
error mode to use. */
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "fastReload"></a>
|
|
<strong>fastReload</strong>
|
|
</dt>
|
|
<dd>
|
|
Can the game utilize the fast reload feature? <br>
|
|
When set to <code>true</code>, the game will attempt to perform fast savegame reloading if current level is the same as
|
|
the level loaded from the savegame. It will not work if the level timestamp or checksum has changed
|
|
(i.e. level was updated). If set to <code>false</code>, this functionality is turned off.
|
|
|
|
|
|
|
|
<ul>
|
|
<li><span class="parameter">fastReload</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
toggle fast reload on or off.
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
|
|
|
|
</div> <!-- id="content" -->
|
|
</div> <!-- id="main" -->
|
|
<div id="about">
|
|
<i>generated by <a href="https://github.com/hispidence/TEN-LDoc">TEN-LDoc</a> (a fork of <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a>)</i>
|
|
</div> <!-- id="about" -->
|
|
</div> <!-- id="container" -->
|
|
</body>
|
|
</html>
|