Special Types
Helper functions which let you construct internal data types.
Constructors
NewObject
NewObject(typeName: string) -> GameType
string) -> GameTypeCreate a new object of the type given by typeName. This type should be an internal game type.
obj = NewObject("gameObject")
puppet = NewObject("PlayerPuppet")
vec2 = NewObject("Vector2")
vec3 = NewObject("Vector3")
matrix = NewObject("Matrix")
world_transform = NewObject("WorldTransform")ToVector3
ToVector3(values: table<x: float, y: float, z: float>) -> Vector3
table<x: float, y: float, z: float>) -> Vector3Create a new Vector3 from a table of x, y, and z floats.
position = ToVector3{x=-1788, y=-450, z=7.75}Property
Description
x: float
The x-axis component of the vector
y: float
The y-axis component of the vector
z: float
The z-axis component of the vector
ToVector4
ToVector4(values: table<x: float, y: float, z: float, w: float>) -> Vector4
table<x: float, y: float, z: float, w: float>) -> Vector4Create a new Vector4 from a table of x, y, z, and w floats.
position = ToVector4{x=-1788, y=-450, z=7.75, w=1}Property
Description
x: float
The x-axis component of the vector
y: float
The y-axis component of the vector
z: float
The z-axis component of the vector
w: float
The w-axis component of the vector
You may notice that functions like PlayerPuppet:GetWorldPosition will return a Vector4, even though, intuitively, 3D coordinates only include x, y, and z values. These Vector4 values are known as homogenous coordinates in graphical programming, useful in matrix transformations.
All you really need to know is that the 4th value, w, should always be 1 when you are dealing with 3D coordinates.
ToEulerAngles
ToEulerAngles(angles: table<roll: float, pitch: float, yaw: float>) -> EulerAngles
table<roll: float, pitch: float, yaw: float>) -> EulerAnglesCreate a new EulerAngles from a table of roll, pitch, and yaw. Angle values are in degrees.
rotation = ToEulerAngles{roll=0, pitch=0, yaw=45}
player = Game.GetPlayer()
Game.GetTeleportationFacility():Teleport(player, player:GetWorldPosition(), rotation)Property
Description
yaw: float
The horizontal angle in degrees along the axis pointing up.
0 is north, 90 is west, 180 and -180 are south, and -90 is east.
pitch: float
The vertical angle in degrees along the axis pointing to the right.
-90 is down, 0 is straight ahead, and 90 is up.
roll: float
The roll angle in degrees along the axis pointing forward.
Positive values rotate anti-clockwise and negative values rotate clockwise.
ToQuaternion
ToQuaternion(values: table<i: float, j: float, k: float, r: float>) -> Quaternion
table<i: float, j: float, k: float, r: float>) -> QuaternionCreate a new Quaternion from a table of a vector part i, j, k, and a scalar (real) part r.
-- 45 degree rotation about the Z axis (yaw)
rotation = ToQuaternion{i=0, j=0, k=0.383, r=0.924}Property
Description
i: float
The x-axis component of the quaternion
j: float
The y-axis component of the quaternion
k: float
The z-axis component of the quaternion
r: float
The scalar (real) part of the quaternion
ToCName
ToCName(hash: table<hash_hi: uint32, hash_lo: uint32>) -> CName
table<hash_hi: uint32, hash_lo: uint32>) -> CNameCreate a new CName from a table of hash_hi and hash_lo.
cname = ToCName{hash_hi=0x01234567, hash_lo=0x89abcdef}Property
Description
hash_hi: uint32
The higher 32 bits of the CName's 64-bit hash
hash_lo: uint32
The lower 32 bits of the CName's 64-bit hash
value: string
The text value of the CName
ToTweakDBID
ToTweakDBID(data: table<hash: uint32, length: uint8>) -> TweakDBID
table<hash: uint32, length: uint8>) -> TweakDBIDCreate a new TweakDBID from a table of hash and length.
id = ToTweakDB{hash=0x01234567, length=12}Property
Description
hash: uint32
The CRC32 hash of the item name
length: uint8
The length of the item name
ToItemID
ToItemID(data: table<id: TweakDBID, rng_seed: uint32, unknown: uint16, maybe_type: uint8>) -> ItemID
table<id: TweakDBID, rng_seed: uint32, unknown: uint16, maybe_type: uint8>) -> ItemIDCreate an ItemID from a table of id, rng_seed, an unknown field unknown, and an unknown field maybe_type.
dbid = ToTweakDB{hash=0x01234567, length=12}
itemid = ToItemID{id=dbid, rng_seed=0x01234567}Property
Description
id: TweakDBID
The TweakDBID referenced by this ItemID
tdbid: TweakDBID
Alias for id
rng_seed: uint32
The RNG (random number generation) seed used for loot generation
unknown: uint16
Unknown field
maybe_type: uint8
Unknown field, possibly a type
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