10 |
12 |
11 *Note*: In old scripts, you will find this line instead: |
13 *Note*: In old scripts, you will find this line instead: |
12 <code language="lua">loadfile(GetDataPath() .. "Scripts/<Library Name>.lua")()</code> |
14 <code language="lua">loadfile(GetDataPath() .. "Scripts/<Library Name>.lua")()</code> |
13 This does not work with new Hedgewars versions anymore and causes the script to break. You have to replace it with `HedgewarsScriptLoad`. *Calls to `loadfile` are one of the most common reasons why old scripts do not work in recent Hedgewars versions.* |
15 This does not work with new Hedgewars versions anymore and causes the script to break. You have to replace it with `HedgewarsScriptLoad`. *Calls to `loadfile` are one of the most common reasons why old scripts do not work in recent Hedgewars versions.* |
14 |
16 |
15 = Table of Contents = |
17 == Table of Contents == |
16 |
18 |
17 <wiki:toc max_depth="2" /> |
19 <wiki:toc max_depth="2" /> |
18 = Locale = |
20 == Locale == |
19 |
21 |
20 This library allows you to translate string and should be used whenever a script has text. It loads the appropriate locale file and check automatically. |
22 This library allows you to translate string and should be used whenever a script has text. It loads the appropriate locale file and check automatically. |
21 |
23 |
22 === `loc(text)` === |
24 ==== `loc(text)` ==== |
23 |
25 |
24 Returns the localised string of `text` or, if it is not found, it returns `text`. |
26 Returns the localised string of `text` or, if it is not found, it returns `text`. |
25 |
27 |
26 |
28 |
27 |
29 |
28 = Utils = |
30 == Utils == |
29 |
31 |
30 This library includes miscellaneous functions to use, they are all independent of each other and can be used everywhere. |
32 This library includes miscellaneous functions to use, they are all independent of each other and can be used everywhere. |
31 |
33 |
32 === `gearIsInBox(gear, x, y, w, h)` === |
34 ==== `gearIsInBox(gear, x, y, w, h)` ==== |
33 |
35 |
34 Returns whether the gear is inside (centre point of the gear) a box with x and y as the top left corner and having the width and height of w and h respectively. |
36 Returns whether the gear is inside (centre point of the gear) a box with x and y as the top left corner and having the width and height of w and h respectively. |
35 |
37 |
36 |
38 |
37 === `gearIsInCircle(gear, x, y, r, useRadius)` === |
39 ==== `gearIsInCircle(gear, x, y, r, useRadius)` ==== |
38 |
40 |
39 Returns whether the gear is inside a circle with x and y being the centre point and r being the radius of the circle. The boolean useRadius determine whether only the centre point of the gear will be used or the radius of the gear will be checked too. |
41 Returns whether the gear is inside a circle with x and y being the centre point and r being the radius of the circle. The boolean useRadius determine whether only the centre point of the gear will be used or the radius of the gear will be checked too. |
40 |
42 |
41 |
43 |
42 |
44 |
43 = Tracker = |
45 == Tracker == |
44 |
46 |
45 This library is intended to be used if you need to keep track of gears. It can also keep track of teams and clans and as an extra functionality it can also store variables for a gear, team or clan. |
47 This library is intended to be used if you need to keep track of gears. It can also keep track of teams and clans and as an extra functionality it can also store variables for a gear, team or clan. |
46 |
48 |
47 To set it up you need to add some hooks in different events. The hooks `trackGear` and `trackDeletion` to `onGearAdd` and `onGearDelete` respectively. It is strongly recommended to only track the gears you are interested in as, especially with snow on, the amount of gears can go up high and that will slow down the script. To keep track of teams you need to keep track of `gtHedgehog` and `gtResurrector` (if resurrection might be used) and add `trackTeams` to `onGameStart`. |
49 To set it up you need to add some hooks in different events. The hooks `trackGear` and `trackDeletion` to `onGearAdd` and `onGearDelete` respectively. It is strongly recommended to only track the gears you are interested in as, especially with snow on, the amount of gears can go up high and that will slow down the script. To keep track of teams you need to keep track of `gtHedgehog` and `gtResurrector` (if resurrection might be used) and add `trackTeams` to `onGameStart`. |
48 |
50 |
59 This will kill all hogs if a target is destroyed. |
61 This will kill all hogs if a target is destroyed. |
60 |
62 |
61 To see a commented example of the tracker in use by a script you can look at |
63 To see a commented example of the tracker in use by a script you can look at |
62 [http://hg.hedgewars.org/hedgewars/file/default/share/hedgewars/Data/Scripts/Multiplayer/Random_Weapon.lua Random Weapons]. |
64 [http://hg.hedgewars.org/hedgewars/file/default/share/hedgewars/Data/Scripts/Multiplayer/Random_Weapon.lua Random Weapons]. |
63 |
65 |
64 == Tracking functions == |
66 === Tracking functions === |
65 |
67 |
66 === `trackGear(gear)` === |
68 ==== `trackGear(gear)` ==== |
67 |
69 |
68 Will keep track of the gear. |
70 Will keep track of the gear. |
69 |
71 |
70 |
72 |
71 === `trackDeletion(gear)` === |
73 ==== `trackDeletion(gear)` ==== |
72 |
74 |
73 Will stop keeping track of the gear (gears not tracked will be ignored). |
75 Will stop keeping track of the gear (gears not tracked will be ignored). |
74 |
76 |
75 |
77 |
76 === `trackTeams()` === |
78 ==== `trackTeams()` ==== |
77 |
79 |
78 Will start the tracking of teams, clans and hedgehogs (hogs can be tracked without this). |
80 Will start the tracking of teams, clans and hedgehogs (hogs can be tracked without this). |
79 |
81 |
80 |
82 |
81 == “`runOn`” functions == |
83 === “`runOn`” functions === |
82 |
84 |
83 === `runOnGears(func)` === |
85 ==== `runOnGears(func)` ==== |
84 |
86 |
85 Runs the function `func` on all gears. |
87 Runs the function `func` on all gears. |
86 |
88 |
87 |
89 |
88 === `runOnHogs(func)` === |
90 ==== `runOnHogs(func)` ==== |
89 |
91 |
90 Runs the function `func` on all hedgehogs. |
92 Runs the function `func` on all hedgehogs. |
91 |
93 |
92 |
94 |
93 === `runOnHogsInTeam(func, team)` === |
95 ==== `runOnHogsInTeam(func, team)` ==== |
94 |
96 |
95 Runs the function `func` on all hedgehogs in the specified team. |
97 Runs the function `func` on all hedgehogs in the specified team. |
96 |
98 |
97 |
99 |
98 === runOnHogsInOtherTeams(func, team) === |
100 ==== runOnHogsInOtherTeams(func, team) ==== |
99 |
101 |
100 Runs the function `func` on all hedgehogs but those in the specified team. |
102 Runs the function `func` on all hedgehogs but those in the specified team. |
101 |
103 |
102 |
104 |
103 === `runOnHogsInClan(func, clan)` === |
105 ==== `runOnHogsInClan(func, clan)` ==== |
104 |
106 |
105 Runs the function `func` on all hedgehogs in the specified clan. |
107 Runs the function `func` on all hedgehogs in the specified clan. |
106 |
108 |
107 |
109 |
108 === `runOnHogsInOtherClans(func, clan)` === |
110 ==== `runOnHogsInOtherClans(func, clan)` ==== |
109 |
111 |
110 Runs the function `func` on all hedgehogs but those in the specified clan. |
112 Runs the function `func` on all hedgehogs but those in the specified clan. |
111 |
113 |
112 |
114 |
113 == Variable functions == |
115 === Variable functions === |
114 |
116 |
115 _To be continued …_ |
117 _To be continued …_ |
116 |
118 |
117 |
119 |
118 = Animate = |
120 == Animate == |
119 |
121 |
120 This library provides functions that aid cinematic/cut-scene creation and functions for handling events. |
122 This library provides functions that aid cinematic/cut-scene creation and functions for handling events. |
121 |
123 |
122 In order to use its full potential, the following lines need to be at the beginning of `onGameTick`. |
124 In order to use its full potential, the following lines need to be at the beginning of `onGameTick`. |
123 |
125 |
152 {func = AnimMove, args = {myhog, "Left", 2000, 0}}, |
154 {func = AnimMove, args = {myhog, "Left", 2000, 0}}, |
153 {func = AddCaption, swh = false, args = {"But he found no more snails..."}} |
155 {func = AddCaption, swh = false, args = {"But he found no more snails..."}} |
154 } |
156 } |
155 AddAnim(cinem)</code> |
157 AddAnim(cinem)</code> |
156 |
158 |
157 === `RemoveAnim(steps)` === |
159 ==== `RemoveAnim(steps)` ==== |
158 Removes `steps` from the animations array. |
160 Removes `steps` from the animations array. |
159 |
161 |
160 === `AddSkipFunction(anim, func, args)` === |
162 === `AddSkipFunction(anim, func, args)` === |
161 Adds `func` to the array of functions used to skip animations, associating it with `anim`. When the animation is skipped (see below), the function is called with `args` as arguments. |
163 Adds `func` to the array of functions used to skip animations, associating it with `anim`. When the animation is skipped (see below), the function is called with `args` as arguments. |
162 Example: |
164 Example: |
163 <code language="lua">AddSkipFunc(cinem, SkipCinem, {})</code> |
165 <code language="lua">AddSkipFunc(cinem, SkipCinem, {})</code> |
164 |
166 |
165 === `RemoveSkipFunction(anim)` === |
167 ==== `RemoveSkipFunction(anim)` ==== |
166 Removes the skip function associated with `anim`. |
168 Removes the skip function associated with `anim`. |
167 |
169 |
168 === `SetAnimSkip(bool)` === |
170 ==== `SetAnimSkip(bool)` ==== |
169 Sets the state of animation skipping to `bool`. It is useful in case the player is allowed to skip the animation. |
171 Sets the state of animation skipping to `bool`. It is useful in case the player is allowed to skip the animation. |
170 |
172 |
171 Example: |
173 Example: |
172 <code language="lua">function onPrecise() |
174 <code language="lua">function onPrecise() |
173 if AnimInProgress() then |
175 if AnimInProgress() then |
174 SetAnimSkip(true) |
176 SetAnimSkip(true) |
175 end |
177 end |
176 end</code> |
178 end</code> |
177 |
179 |
178 === `AnimInProgress()` === |
180 ==== `AnimInProgress()` ==== |
179 Returns `true` if a cinematic is currently taking place, `false` otherwise. |
181 Returns `true` if a cinematic is currently taking place, `false` otherwise. |
180 |
182 |
181 === `ExecuteAfterAnimations()` === |
183 ==== `ExecuteAfterAnimations()` ==== |
182 Calls the functions (added with `AddFunction`) that need to be executed after the cinematic. The best location for this function call is in `onGameTick`. |
184 Calls the functions (added with `AddFunction`) that need to be executed after the cinematic. The best location for this function call is in `onGameTick`. |
183 |
185 |
184 === `AddFunction(element)` === |
186 ==== `AddFunction(element)` ==== |
185 Adds `element` to the functions array that are to be called after the cinematic. `element` is a table with the keys: `func`, `args`. |
187 Adds `element` to the functions array that are to be called after the cinematic. `element` is a table with the keys: `func`, `args`. |
186 |
188 |
187 Example: |
189 Example: |
188 <code language="lua">AddFunction({func = AfterCinem, args = {2}})</code> |
190 <code language="lua">AddFunction({func = AfterCinem, args = {2}})</code> |
189 |
191 |
190 === `RemoveFunction()` === |
192 ==== `RemoveFunction()` ==== |
191 Removes the first function from the aforementioned list. |
193 Removes the first function from the aforementioned list. |
192 |
194 |
193 === `AnimInit()` === |
195 ==== `AnimInit()` ==== |
194 Initializes variables used by the other functions. Needs to be called in `onGameInit`. |
196 Initializes variables used by the other functions. Needs to be called in `onGameInit`. |
195 |
197 |
196 === !AnimUnWait() === |
198 ==== !AnimUnWait() ==== |
197 Decreases the wait time used by cinematics. It is best called in `onGameTick`. |
199 Decreases the wait time used by cinematics. It is best called in `onGameTick`. |
198 |
200 |
199 == Cinematic Functions == |
201 === Cinematic functions === |
200 |
202 |
201 === `AnimSwitchHog(gear)` === |
203 ==== `AnimSwitchHog(gear)` ==== |
202 Switches to `gear` and follows it. |
204 Switches to `gear` and follows it. |
203 |
205 |
204 === `AnimWait(gear, time)` === |
206 ==== `AnimWait(gear, time)` ==== |
205 Increases the wait time by `time`. `gear` is just for compatibility with `ShowAnimation`. |
207 Increases the wait time by `time`. `gear` is just for compatibility with `ShowAnimation`. |
206 |
208 |
207 === `AnimSay(gear, text, manner, time` === |
209 ==== `AnimSay(gear, text, manner, time` ==== |
208 Calls `HogSay` with the first three arguments and increses the wait time by `time`. |
210 Calls `HogSay` with the first three arguments and increses the wait time by `time`. |
209 |
211 |
210 Example: |
212 Example: |
211 <code language="lua">cinem = { |
213 <code language="lua">cinem = { |
212 {func = AnimSay, args = {gear1, "You're so defensive!", SAY_SAY, 2500}}, |
214 {func = AnimSay, args = {gear1, "You're so defensive!", SAY_SAY, 2500}}, |
213 {func = AnimSay, args = {gear2, "No, I'm not!", SAY_SAY, 2000}} |
215 {func = AnimSay, args = {gear2, "No, I'm not!", SAY_SAY, 2000}} |
214 }</code> |
216 }</code> |
215 |
217 |
216 === `AnimSound(gear, sound, time)` === |
218 ==== `AnimSound(gear, sound, time)` ==== |
217 Plays the sound `sound` and increases the wait time by `time`. |
219 Plays the sound `sound` and increases the wait time by `time`. |
218 |
220 |
219 === `AnimTurn(hog, dir)` === |
221 ==== `AnimTurn(hog, dir)` ==== |
220 Makes `hog` face in direction `dir`, where `dir` equals either `"Right"` or `"Left"`. |
222 Makes `hog` face in direction `dir`, where `dir` equals either `"Right"` or `"Left"`. |
221 |
223 |
222 === `AnimMove(hog, dir, x, y)` === |
224 ==== `AnimMove(hog, dir, x, y)` ==== |
223 Makes `hog` move in direction `dir` until either his horizontal coordinate is `x` or his vertical coordinate is `y`. |
225 Makes `hog` move in direction `dir` until either his horizontal coordinate is `x` or his vertical coordinate is `y`. |
224 |
226 |
225 === `AnimJump(hog, jumpType)` === |
227 ==== `AnimJump(hog, jumpType)` ==== |
226 Makes `hog` perform a jump of type `jumpType`, where `jumpType` equals either `"long"`, `"high"` or `"back"`. |
228 Makes `hog` perform a jump of type `jumpType`, where `jumpType` equals either `"long"`, `"high"` or `"back"`. |
227 |
229 |
228 === `AnimSetGearPosition(gear, x, y, fall)` === |
230 ==== `AnimSetGearPosition(gear, x, y, fall)` ==== |
229 Sets the position of `gear` to (`x`, `y`). If the optional argument `fall` does not equal `false` then the gear is given a small falling velocity in order to get around exact positioning. |
231 Sets the position of `gear` to (`x`, `y`). If the optional argument `fall` does not equal `false` then the gear is given a small falling velocity in order to get around exact positioning. |
230 |
232 |
231 === `AnimDisappear(gear, x, y)` === |
233 ==== `AnimDisappear(gear, x, y)` ==== |
232 Teleports the gear to (`x`, `y`), adding some effects at the previous position and sounds. Doesn’t follow the gear. |
234 Teleports the gear to (`x`, `y`), adding some effects at the previous position and sounds. Doesn’t follow the gear. |
233 |
235 |
234 === `AnimOutOfNowhere(gear, x, y)` === |
236 ==== `AnimOutOfNowhere(gear, x, y)` ==== |
235 Teleports the gear to (`x`, `y`), adding effects and sounds at the final position. Follows gear. |
237 Teleports the gear to (`x`, `y`), adding effects and sounds at the final position. Follows gear. |
236 |
238 |
237 === `AnimTeleportGear(gear, x, y)` === |
239 ==== `AnimTeleportGear(gear, x, y)` ==== |
238 Teleports the gear to (`x`, `y`), adding effects and sounds both at the starting position and the final position. Follows gear. |
240 Teleports the gear to (`x`, `y`), adding effects and sounds both at the starting position and the final position. Follows gear. |
239 |
241 |
240 === `AnimVisualGear(gear, x, y, vgType, state, critical, follow)` === |
242 ==== `AnimVisualGear(gear, x, y, vgType, state, critical, follow)` ==== |
241 Calls `AddVisualGear` with arguments second to sixth. If the optional argument `follow` equals `true` then the gear is followed. `gear` is for compatibility only. |
243 Calls `AddVisualGear` with arguments second to sixth. If the optional argument `follow` equals `true` then the gear is followed. `gear` is for compatibility only. |
242 |
244 |
243 === `AnimCaption(gear, text, time)` === |
245 ==== `AnimCaption(gear, text, time)` ==== |
244 Adds `text` as caption and increases wait time by `time`. |
246 Adds `text` as caption and increases wait time by `time`. |
245 |
247 |
246 === `AnimCustomFunction(gear, func, args)` === |
248 ==== `AnimCustomFunction(gear, func, args)` ==== |
247 Calls the function `func` with `args` as arguments. This function is useful, for instance, when the cinematic uses the position of a gear at the moment of execution. If `func` needs to be called in following game ticks then it should return false. |
249 Calls the function `func` with `args` as arguments. This function is useful, for instance, when the cinematic uses the position of a gear at the moment of execution. If `func` needs to be called in following game ticks then it should return false. |
248 |
250 |
249 Example: |
251 Example: |
250 <code language="lua">function NeedToTurn(hog1, hog2) |
252 <code language="lua">function NeedToTurn(hog1, hog2) |
251 if GetX(hog1) < GetX(hog2) then |
253 if GetX(hog1) < GetX(hog2) then |
275 AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}}) |
277 AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}}) |
276 AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) - 20, GetY(deadHog), vgtExplosion, 0, true}, swh = false}) |
278 AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) - 20, GetY(deadHog), vgtExplosion, 0, true}, swh = false}) |
277 end |
279 end |
278 cinem = {{func = AnimCustomFunction, args = {liveHog, BlowHog, {deadHog}}}}</code> |
280 cinem = {{func = AnimCustomFunction, args = {liveHog, BlowHog, {deadHog}}}}</code> |
279 |
281 |
280 == Event Handling == |
282 === Event handling === |
281 |
283 |
282 Events are pairs of functions that are used to check for various conditions. One of them is for verification and, if it returns `true`, the second function is called. |
284 Events are pairs of functions that are used to check for various conditions. One of them is for verification and, if it returns `true`, the second function is called. |
283 |
285 |
284 === `AddEvent(condFunc, condArgs, doFunc, doArgs, evType)` === |
286 ==== `AddEvent(condFunc, condArgs, doFunc, doArgs, evType)` ==== |
285 Adds the functions `condFunc` and `doFunc` to the events list. They get called with the respective args (`condArgs` and `doArgs`). `condFunc` will get called in every game tick until it returns `true` or is removed. Once it returns `true`, `doFunc` is called and they are or are not removed from the list, depending on `evType` (`0` for removal, `1` for keeping). An `evType` of `1` is useful for repeating actions (e.g. every time a hog gets damaged, do something). |
287 Adds the functions `condFunc` and `doFunc` to the events list. They get called with the respective args (`condArgs` and `doArgs`). `condFunc` will get called in every game tick until it returns `true` or is removed. Once it returns `true`, `doFunc` is called and they are or are not removed from the list, depending on `evType` (`0` for removal, `1` for keeping). An `evType` of `1` is useful for repeating actions (e.g. every time a hog gets damaged, do something). |
286 |
288 |
287 Example: |
289 Example: |
288 <code language="lua">function CheckPos() |
290 <code language="lua">function CheckPos() |
289 return GetX(myHog) > 1500 |
291 return GetX(myHog) > 1500 |
298 AddAmmo(myHog, amGrenade, 5) |
300 AddAmmo(myHog, amGrenade, 5) |
299 end |
301 end |
300 AddEvent(CheckPos, {}, DoPos, {}, 0) -- Add event that gets removed on completion |
302 AddEvent(CheckPos, {}, DoPos, {}, 0) -- Add event that gets removed on completion |
301 AddEvent(CheckAmmo, {}, DoAmmo, {}, 1) -- Add repeating event</code> |
303 AddEvent(CheckAmmo, {}, DoAmmo, {}, 1) -- Add repeating event</code> |
302 |
304 |
303 === `AddNewEvent(condFunc, condArgs, doFunc, doArgs, evType)` === |
305 ==== `AddNewEvent(condFunc, condArgs, doFunc, doArgs, evType)` ==== |
304 Does the same as `AddEvent`, but first checks if the event is already in the list so that it isn’t added twice. |
306 Does the same as `AddEvent`, but first checks if the event is already in the list so that it isn’t added twice. |
305 |
307 |
306 === `RemoveEventFunc(cFunc, cArgs)` === |
308 ==== `RemoveEventFunc(cFunc, cArgs)` ==== |
307 Removes the event or events that have `cFunc` as the condition checking function. If `cArgs` does not equal `nil` then only those events get removed that have `cArgs` as arguments for `cFunc`, too. |
309 Removes the event or events that have `cFunc` as the condition checking function. If `cArgs` does not equal `nil` then only those events get removed that have `cArgs` as arguments for `cFunc`, too. |
308 |
310 |
309 Example: |
311 Example: |
310 <code language="lua">AddEvent(condFunc1, condArgs1, doFunc, doArgs) |
312 <code language="lua">AddEvent(condFunc1, condArgs1, doFunc, doArgs) |
311 AddEvent(condFunc1, condArgs2, doFunc, doArgs) |
313 AddEvent(condFunc1, condArgs2, doFunc, doArgs) |
313 AddEvent(condFunc2, condArgs1, doFunc, doArgs) |
315 AddEvent(condFunc2, condArgs1, doFunc, doArgs) |
314 AddEvent(condFunc2, condArgs2, doFunc, doArgs) |
316 AddEvent(condFunc2, condArgs2, doFunc, doArgs) |
315 RemoveEventFunc(condFunc1) --Removes all three events that have condFunc1 |
317 RemoveEventFunc(condFunc1) --Removes all three events that have condFunc1 |
316 RemoveEventFunc(condFunc2, condArgs1) --Removes a single event</code> |
318 RemoveEventFunc(condFunc2, condArgs1) --Removes a single event</code> |
317 |
319 |
318 === `CheckEvents` === |
320 ==== `CheckEvents` ==== |
319 Verifies all the condition functions in the events list and calls the respective ‘action’ functions if the conditions are met. If the `evType` of a completed event equals `0` then it is removed from the list. This function is best placed in `onGameTick`. |
321 Verifies all the condition functions in the events list and calls the respective ‘action’ functions if the conditions are met. If the `evType` of a completed event equals `0` then it is removed from the list. This function is best placed in `onGameTick`. |
320 |
322 |
321 |
323 |
322 = Params = |
324 == Params == |
323 The Params library is a small library introduced in 0.9.21. It provides a function to parse the parameter string `ScriptParam` and it is intended to simplify using this string. |
325 The Params library is a small library introduced in 0.9.21. It provides a function to parse the parameter string `ScriptParam` and it is intended to simplify using this string. |
324 |
326 |
325 This library requires the parameter string to be in a certain format. It must be a comma-seperated list of kev-value pairs in the `key=value` format. Examples: |
327 This library requires the parameter string to be in a certain format. It must be a comma-seperated list of kev-value pairs in the `key=value` format. Examples: |
326 |
328 |
327 <code>speed=1</code> |
329 <code>speed=1</code> |
328 <code>health=100, ammo=5</code> |
330 <code>health=100, ammo=5</code> |
329 <code>param1=hello, param2=whatever, param3=5325.4</code> |
331 <code>param1=hello, param2=whatever, param3=5325.4</code> |
330 |
332 |
331 Using this library is by no means neccessary, you could use practically whatever syntax you wish if you write your own code for parsing. |
333 Using this library is by no means neccessary, you could use practically whatever syntax you wish if you write your own code for parsing. |
332 |
334 |
333 === `parseParams()` === |
335 ==== `parseParams()` ==== |
334 Parses `ScriptParam` and writes the result into the global table `params`. The table will follow the `key=value` pattern. Both keys and pairs are stored as string. |
336 Parses `ScriptParam` and writes the result into the global table `params`. The table will follow the `key=value` pattern. Both keys and pairs are stored as string. |
335 |
337 |
336 ==== Example ==== |
338 ===== Example ===== |
337 <code language="lua"> |
339 <code language="lua"> |
338 function onParameters() |
340 function onParameters() |
339 parseParams() |
341 parseParams() |
340 if params["myparam1"] == "hello" then |
342 if params["myparam1"] == "hello" then |
341 WriteLnToConsole("Hello World!") |
343 WriteLnToConsole("Hello World!") |