sm64coopdx/docs/lua/lua.md
2022-03-30 21:36:47 -07:00

2.6 KiB

Lua Reference

The Lua scripting API is in early development.

Expect many more things to be supported in the future.


How to install Lua mods

Lua scripts you make can be placed either the mods folder in the base directory, or in <SAVE FILE LOCATION>/mods


Tips

  • When developing Lua mods, run the game from a console. Lua errors and logs will appear there.
  • You can use the print() command when debugging. Your logs will show up in the console.
  • Setting up Visual Studio Code will give you autocomplete and other nice things.
  • You can create a folder within the mods folder containing multiple lua scripts as long as one script is called main.lua. Dynos actors can be placed inside this mod folder under <your mod folder>/actors/.

Sections


Important notes on player indices

Something important to realize is that the localIndex for each player is different (unfortunately).

So the order of gMarioStates[], gNetworkPlayers[], and gPlayerSyncTable[] is different for each player.

Luckily gPlayerSyncTable[] will automatically translate the player indices, so setting gPlayerSyncTable[0].example = 1 will set it for the correct player for everyone.

The globalIndex of each player is consistent among everyone connected. So if you absolutely need to sort things in order you will have to grab it from gNetworkPlayers[<LOCAL INDEX HERE>].globalIndex.

All of this is a holdover from when there were only two players. It was a reasonable idea back then.


Example Lua mods (small)

Example Lua mods (large)