Constants
The globals the API defines next to its functions. They are plain Lua values: a mode may use the numbers directly, but the names read better and survive a renumbering.
Colours
Section titled “Colours”0xRRGGBBAA - red, green, blue, alpha; 0xFF alpha is opaque. Any number of that shape works wherever a colour is taken
(SendClientMessage, CreateHudText, SetPlayerColour).
| Constant | Value | |
|---|---|---|
COLOUR_SERVER |
0xFFD070FF |
amber - the server’s own lines and the freeroam modes’ |
COLOUR_WHITE |
0xFFFFFFFF |
|
COLOUR_RED |
0xFF4040FF |
|
COLOUR_GREEN |
0x40FF40FF |
|
COLOUR_YELLOW |
0xFFFF40FF |
Body parts
Section titled “Body parts”The game’s own ids for the human body, as OnPlayerDamage, OnPlayerInjury, GetPlayerInjuries and
IsPlayerInjured use them; GetBodyPartName names one. 0 is “unknown” - the record could not be resolved to a part.
| Constant | Value | |
|---|---|---|
BODY_PART_HEAD |
1 |
head |
BODY_PART_TORSO |
2 |
torso |
BODY_PART_ARM_LEFT |
3 |
arm_left |
BODY_PART_ARM_RIGHT |
4 |
arm_right |
BODY_PART_LEG_LEFT |
5 |
leg_left |
BODY_PART_LEG_RIGHT |
6 |
leg_right |
GameText styles
Section titled “GameText styles”Where GameText lands on the screen.
| Constant | Value | |
|---|---|---|
GAMETEXT_CENTRE |
0 |
big, in the middle of the screen |
GAMETEXT_TOP |
1 |
under the top edge |
GAMETEXT_LOWER |
2 |
the lower third, like a subtitle |
HUD alignment
Section titled “HUD alignment”Which side of a HUD text sits at its x.
| Constant | Value | |
|---|---|---|
HUD_ALIGN_LEFT |
0 |
|
HUD_ALIGN_CENTRE |
1 |
|
HUD_ALIGN_RIGHT |
2 |
| Constant | Value | |
|---|---|---|
NO_TEAM |
-1 |
no team - what SetPlayerTeam takes to remove a player from theirs and GetPlayerTeam answers without one |
Entity kinds
Section titled “Entity kinds”What a world entity is: GetEntityKind answers one, GetEntities and GetNearestEntity filter by one.
| Constant | Value | |
|---|---|---|
ENTITY_PLAYER |
0 |
a player’s body - never an entity id a mode holds; players are pids |
ENTITY_HORSE |
1 |
a horse (CreateHorse) |
ENTITY_ITEM |
2 |
a pickup lying in the world (CreatePickup, a player’s drop) |
ENTITY_NPC |
3 |
an NPC actor (CreateActor) |
ENTITY_PROP |
4 |
a static mesh (CreateProp) |
ENTITY_DOG |
5 |
a player’s dog (CreateDog) |
Dog modes
Section titled “Dog modes”The game’s own dog modes, for SetDogMode / GetDogMode (the dog’s state bag key mode holds the number). Stay,
follow and free are the tested ones; the rest are passed to the game as they are.
| Constant | Value | |
|---|---|---|
DOG_STAY |
0 |
waits where it is |
DOG_FOLLOW |
1 |
at its master’s heel (what a new dog does) |
DOG_FREE |
2 |
roams near its master |
DOG_AGGRESSIVE |
3 |
the game’s aggressive mode |
DOG_SEARCH |
4 |
the game’s search mode |
DOG_HUNT |
5 |
the game’s hunt mode |
DOG_GUARD |
6 |
the game’s guard mode |
DOG_AMBUSH |
7 |
the game’s ambush mode |
ACTOR_ANIM is a table of aliases SetActorAnim accepts in place of a clip name; the value is the clip of
the animation list it stands for, |once marking the ones that play once. A mode may add
its own: ACTOR_ANIM.salute = "quest_stand_salute_v01|once", ACTOR_ANIM.wave_small = "greetings_wave_small_over|once".
ACTOR_ANIM - the pose aliases, alias -> clip:
| Alias | Clip | |
|---|---|---|
sit |
behavior_sitting_variation01_loop |
loops |
wave |
greetings_wave_big_over |
once |
bow |
greetings_bow |
once |
nod |
greetings_head_nod_over |
once |
pray |
pray_stand_long |
loops |
chop |
woodchopping_loop_01 |
loops |
sweep |
sweeping_floor_idle_loop |
loops |
smith |
armorsmith_loop |
loops |
In a game mode print is Log: it writes to the server log, never to a player’s screen.
