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Issue Tracker for nanos world
Describe the bug
Primitive props SetTintColor(...)
doesn't change the color
To Reproduce
prop:SetTintColor(Color(100, 0, 0))
Prim props:
primProps = {
"/Game/NanosWorld/Maps/Development/Network/SM_Cube_01",
"/Game/NanosWorld/Maps/Development/Network/SM_Cube_02",
"/Game/NanosWorld/Maps/Development/Network/SM_Cube_03"
}
Describe the bug
The Alpha color percentage is not working.
According to the wiki :
Alpha color percentage (0-1). Alpha is the transparency. 0 -> fully transparency and 1 -> no transparency
So if we take GreyColor and code it to be half visible it should look like this :
Color(0.5, 0.5, 0.5, 0.5)
Adding it to a Render function it should display a grey color who is half transparent, but that's not the case.
To Reproduce
Steps to reproduce the behavior:
Render.AddBox(50, Vector2D(500, 500), Vector2D(1000, 1000), 50, Color(0.5, 0.5, 0.5, 0.5))
Expected behavior
Instead of showing a fully non transparent color, it should show a half transparent color
Screenshots
https://falaxir.fr/nanos_world/issues/images/scripting_draw_box.PNG
Is your feature request related to a problem? Please describe.
To blend textures with respective colors.
For example: every color can be displayed with a white barrel.
Describe the solution you'd like
Prop:SetColorAddition(color)
Weapon:SetColorAddition(color)
Is your feature request related to a problem? Please describe.
Highlight distant objects, actors, meshes
Describe the solution you'd like
SomeActor:Highlight(Color, Thickness)
SomeStaticMesh:Highlight(Color, Thickness)
Describe alternatives you've considered
or a generic highlight
Global.Highlight(Actor, Color, Thickness)
Additional context
Add any other context or screenshots about the feature request here.
Describe the bug
Set the player location, while the player is in the vehicle, some weird things happens. The character stays in the animation and the camera movements are not correct.
To Reproduce
Steps to reproduce the behavior:
*) If not reproducible, try the following:
char:SetMovementEnabled(false)
char:SetGravityEnabled(false)
char:SetLocation(Vector(0, 0, 3000))
char:SetCollision(1)
Expected behavior
Screenshots
Startet at Vector(0, 0, 3000) and push some wasd
Is your feature request related to a problem? Please describe.
You can set the ragdol with SetRagdollMode(bool)
. So there is a setter, but a getter is missing.
Describe the solution you'd like
Maybe some char -> IsRagdollMode(): bool
Is your feature request related to a problem? Please describe.
I'd like to change Character move speed and gait mode. Mainly to use in bots
Describe the solution you'd like
Is your feature request related to a problem? Please describe.
Spawn generic blueprint actor that have blueprint functions. They don't need to be synced
Describe the solution you'd like
Prop("Package:BP_Something")
Additional context
This is good to create map interactions that don't need sync between players
Describe the bug
Putting values over 1 in the Vehicle:SetGlassOpacity() makes it opaque.. Like, really opaque
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Limit the opacity or just on the inside.
Is your feature request related to a problem? Please describe.
Disable physics on entities, so that they dont fly around like with SetGravity(false)
Describe the solution you'd like
{entity}:SetPhysic(bool)
{entity}:IsPhysic(): bool
Describe the solution you'd like
In many games, it's possible, to display an FPS counter as an alternative to such features available in for example Steam or GeForce Experience. Many games also add the options to perhaps view the CPU usage or the GPU temperature which might be good to have for the future, but right now, just being able to see the FPS might be very useful, especially for testers.
Is your feature request related to a problem? Please describe.
I'd like to customize throwables in lua.
Describe the solution you'd like
GetSpeedMultiplier
Is your feature request related to a problem? Please describe.
To share data between packages of specific entities.
Describe the solution you'd like
{entity}:putData(key, value)
{entity}:getData(key): value
Describe the bug
When you delete a file on the shared / client folder, inside your package, when you rejoin into the server, this file isn't deleted inside the Saved folder.
To Reproduce
Steps to reproduce the behavior:
Describe the bug
Weapon:on("Drop"...)
), the server says Weapon already picked up!
. This means that when the event is called, the player still has the weapon. But the player should no longer have a weapon when the event is called (or?).Weapon:on("Drop", function(wep, char)
print("Drop...")
char:PickUpWeapon(wep)
end)
Weapon:on("PickUp", function(wep, char)
char:Drop()
end)
Weapon:on("Drop", function(wep, char)
print("Drop...")
end)
local origin = Vector( -630, -870, 188 )
Weapon:on("Drop", function(wep, char)
weapon = Weapon( Vector( origin.X + 102, origin.Y, origin.Z ), Rotator( 0, 0, 90 ), "/Game/NanosWorld/Core/Weapons/Rifles/BP_Weapon_GE36.BP_Weapon_GE36_C" )
char:PickUpWeapon(weapon)
end)
It should be a good idea to allow us to edit the post process effects with Lua to allow customizing the ambiance.
Describe the solution you'd like
A way to warn about a lua error in the client (and server ?) console + on( "Error" ) to allow some things on error (maybe printing the error on the screen ?)
Picture of the expected result
Describe alternatives you've considered
Maybe a Package:LogColor( color, text ) or with varargs to allow multiples colors like
Package:LogColor( Color( 1, 0, 0 ), "R", Color( 0, 1, 0 ), "G", Color( 0, 0, 1 ), "B" )
Examples
Example 1
if not Player:GetControlledCharacter() then
Package:LogError( "No character controlled." )
end
Example 2
local error
on( "Error", function( msg )
error = msg
end )
local pos = Vector2D( 5, 5 )
local scale = Vector2D( 1, 1 )
local color_red = Color( 1, 0, 0 )
local color_black = Color( 0,0, 0 )
on( "DrawHUD", function()
if not error then return end
Render.DrawText( "Error:" .. error, pos, scale, color_red, 0, color_black, scale, false, false, false, color_white )
end )
I know there is a template for feature requests, but I am now creating a table, because otherwise there is too much text for simple things.
Of course, many callbacks and methods are still missing. Let me just list my ideas here. These do not have to be implemented immediately. Just brainstorming...
No. | Name | Description |
---|---|---|
1.1 | Get the players ping | |
1.2 | Set collision for other characters (!All other characters also have no collision to this character). | |
1.3 | Set collision for other vehicles and players (!Same see character) | |
1.4 | set collision for all (disable object collsion) | |
1.5 | Set player to a vehicle seat (seat: 0-> Driver, 1-X-> Passanger. If it is already taken, return false? | |
1.6 | return Character | |
1.7 | Remove character by seatId from vehicle | |
1.9 | NanosWorld.GetMaxPlayers | Get max players on the server |
1.10 | ... | |
1.11 | X Vehicle/Weapon/...:SetModel("...") | Maybe, if possible... |
1.12 | X Prop:SetAlpha(0..1) | Sets the alpha color of an object |
1.13 | X Character:SetAlpha(0..1) | Sets the alpha color of an character |
1.14 | X Vehicle:SetAlpha(0..1) | Sets the alpha color of an character |
1.15 | Returns true, if the key is pressed otherwise false | |
1.18 | Player:Get/SetCamLocation(vec) | Get / Set camera location |
1.19 | Player:Get/SetCamLookAt(vec) | Get/Set camera looks at |
1.20 | Player:ResetCam() | Reset camera to player character |
1.21 | Toggle players movement (Player can't walk, drive or move by any reason. | |
1.22 | Returns true when the player can move, false otherwise | |
1.23 | honk honk honk | |
1.24 | Call a callback (for example player:on("xxx", ...) | |
1.25 | Reload the weapon (without animation or any character) | |
1.26 | Freeze the entity (Player, Vehicle, Props, Weapons, ...)(same as SetMovementEnabled , but freeze the player completely - If the player falls or jumps down from somewhere, this activity is frozen). Disable the Rigidbody (no physical movement anymore) |
|
1.27 | If the entity is frozen. | |
1.27 | Returns the vehicle of the char. Nil if not in a vehicle. |
No. | Name | Description |
---|---|---|
2.1 | When the player operates a weapon | |
2.2 | {entity}:on("Hit", char, entity, vec3) | When a entity is hit. (char: by which character , entitiy: entity which was hit, vec3: Vector of the hit position) |
2.3 | When the player dies. | |
2.4 | ||
2.5 | When the player hold down a key. | |
2.6 | When the player release a key. | |
2.7 | When the player starts the Ragdoll process. | |
2.8 | When the player starts jumping | |
2.9 | When the player lay down (current z key) | |
2.10 | When the player stand up again (After ragdol / lay down) | |
2.11 | Server:on("SlowTick", ...) | A slower tick update rate (maybe every 6 tick (I know, that everyone can do this by himself, but it would be great if this was already standard). |
2.12 | When the player starts swimming. | |
2.13 | When the player ends swimming. | |
2.14 | When a player/script starts the vehicle horn. | |
2.15 | When a player/script stop the vehicle horn. | |
2.16 | When a player view mode changed (key: v or via script). | |
2.17 | When a player/script reloads a weapon. (no player -> char = nil) |
No. | Name | Description |
---|---|---|
3.1 | Tasks after a specific time. Important: Repetition has to be done from the server side, because the callstack will overflow in Lua if it is repeated permanently (example: in a setTimeout, call the same setTimeout again...) | |
3.2 | Server:runInThread(callback, args) | Run the following 'callback' in a thread (Or something like that... Maybe run coroutines in a thread?) |
No. | Name | Description |
---|---|---|
4.1 | Raycast, traces | traces on the world to get where it hits |
All the collision stuff has a very low priority. Only for race (etc.) Server... If you have questions, reference the number of the row. โ๏ธ
Is your feature request related to a problem?
For example if we scale down the player to make them small they're jump is small.
or if i want to simulate an other gravity on my map or on an area of it
Describe the solution you'd like
a function to set the gravity when walking and jumping and to get it
Additional context
When you scale down the player and walk around sometime he get is foot under the ground and you can't jump but on the other player around you they see you jump .
Describe the bug
I can shoot about 32 times with my G36 even when I used SetAmmoClip( 1 ) and SetAmmoBag( 1 ), but after reloading, I can shoot only once, reload, once and then can't reload.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
We should be able to shoot only once before reloading, and in this case we shouldn't be able to reload because of the AmmoBag set to 1
Is your feature request related to a problem? Please describe.
I'm getting troubles with positionning because Vectors and Rotators don't have arithmetic methods.
Describe the solution you'd like
I'd like to see arithmetic operations on Vectors and Rotators ( add, substract, multiply, divide ) and maybe methods like Vector:Forward() :Right() :Up() and same for rotators.
Describe alternatives you've considered
local new_vector = Vector( old_vector.X + 100, old_vector.Y, old_vector.Z )
Describe the bug
When using Client.SetMouseEnabled(true) and even after Client.SetMouseEnabled(false) , some weird things happen.
Walk infinitely, looping animation, ect.
To Reproduce
Steps to reproduce the behavior:
on("MouseUp", function(KeyName, MouseX, MouseY)
if (KeyName == "LeftMouseButton") then
Package:Log("Left Click pressed")
Client.SetMouseEnabled(true)
end
if (KeyName == "RightMouseButton") then
Package:Log("Right Click pressed")
Client.SetMouseEnabled(false)
end
end)
See the video for other bugs, maybe there are some other bugs.
Video
Please enable subtitles so see what i am trying to do
https://www.youtube.com/watch?v=1t4B1fEXRwU
Game Version : 0.10.1
For creating buttons/doors/clicable things maybe it'll be a good idea to implement
Character:on("InteractProp", function(character, prop)
and a new property of the prop:
isInteractable() default false
Describe the solution you'd like
Functions for the mouse, like
Describe the solution you'd like
Adding Dimension like jc3mp or samp
Describe alternatives you've considered
player.dimension get/set int
Is your feature request related to a problem? Please describe.
Be able to customize my key bindings
Describe the solution you'd like
Client side to customize primary and secondary keybindings
Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
A clear and concise description of what you expected to happen.
Screenshots
If applicable, add screenshots to help explain your problem.
Additional context
Add any other context about the problem here.
Function name | Function description |
---|---|
Server.RunCommand( command ) | Executes 'command' on the server |
Vehicle:ToggleLights() | Toggles the lights |
Vehicle:SetLightsEnabled( bool ) | Set the if the lights are enabled or not |
Vehicle:GetLightsEnabled() | Get if the lights are enabled or not |
Maybe more soon ? :p
Introduction
This is a big list of my ideas to improve and add new functions for UI
For now, only for client interface, but maybe later, include some of them to render directly into the server so that everyone can see (ex : Text displays name of pnj, circle on the ground for entity interaction like create/destroy car, ect)
I know that some functions of parameters will not be possible for now due to limitations.
Notes:
This list can be updated by me at anytime to precise some functions or add new ones
I use n
for numbers
And sorry for my mistakes in this long message
It may be possible that i forgot some parameters in the functions
Also, some functions can be useless sometimes.
Before that, some bugs (not tested since discovered)
- Alpha color is not working
Now, good reading :)
This is a list for modifying existing functions
Before | After | Description |
---|---|---|
number ID, Vector2D StartPosition, Vector2D EndPosition, number Thickness, Color Color) |
AddBox(number ID, Vector2D StartPosition, Vector2D EndPosition, number Thickness, Color ThicknessColor, boolean isfilled, Color fillcolor) |
Added if the box is filled with a defined color |
NEW Functions that draws something
Function Name | Function description |
---|---|
AddConvexshapes(number ID, struct Locations, number ThicknessBorder, Color ThicknessBorderColor, boolean isfilled, Color fillcolor) |
Draws a Convex shapes where each point is related so for example 0 with 1, 1 with 2 , ect, and the last one with the first one, locations (Vector2D ) are stored in a structure so struct[0], struct[n ] until nill |
AddImage(number ID, string ImageLocation, Vector2D Position, number Scale, Vector2D putcustomsize, number Opacity, boolean backgcolor, Color backgrcolor) |
Draws a image, can be .png, .jpg, or even animated (.gif), opacity (0-255), if putcustomsize is null, take origin image size |
AddTextInput(number ID, Vector2D Position, string Basetext, number fontid, number fontsize, number CharacterLimit, Vector2D MaxCharSize) |
Add a small text input with a number of maximum characters that can be put and MaxCharSize is defined by the number of characters of each width & height |
AddNumberInput(number ID, Vector2D Position, number NumberInside, number fontid, number fontsize, number CharacterLimit, Vector2D MaxCharSize) |
Add a small Number input with a maximum number limit and MaxCharSize of each width & height |
AddButton(number ID, Vector2D StartPosition, Vector2D EndPosition, string Text, Color TextColor, number ThicknessBorder, Color ColorThicknessBorder, boolean isfilled, Color fillcolor, Color HoverColor) |
Add a simple button, for HoverColor if isfilled is false then this color will be the ColorThicknessBorder when mouse hover the button, else, it will be the fillcolor |
AddImageButton(number ID, string ImageLocation, Vector2D Position, number Scale, Vector2D Size, number Opacity, Color outlinehover, boolean backgcolor, Color backgrcolor) |
Add a simple image button, image is stretched if Size X or Y is not the same as the image, opacity (0-255) |
AddColorPicker(number ID, Vector2D StartPosition, Vector2D EndPosition, Color Background) |
Add a simple color picker box of all RGBA value where player can choose the color he wants : example |
AddBinder(number ID, Vector2D StartPosition, Vector2D EndPosition, string DefaultBind, Color TextColor, number ThicknessBorder, Color ColorThicknessBorder, boolean isfilled, Color fillcolor, Color HoverColor) |
Add a simple binder for changing controls, so when clicking, it will displays press any key to bind when clicking, replace the old bind key by the new one |
AddTable(number ID, Vector2D Position, Vector2D BoxSize, Vector2D TableSize, number ThicknessBorder, Color ThicknessColorBorder, boolean isfilled, Color fillcolor) |
Add a simple Table where each box of the table have a custom size and how much of them per width and height |
AddSlider(number ID, Vector2D StartPosition, Vector2D EndPosition, string ImageForOptionalCustomSliderIndicator, number DefaultValue, number SlideMinValue, number SlideMaxValue, Color LineColor, number ThicknessBorder, Color ColorThicknessBorder, boolean hasbackgrcolor, Color backgrcolor) |
Add a simple slider with max and min values |
AddModelPanel(number ID, Vector2D StartPosition, Vector2D EndPosition, string ModelLocation, number ThicknessBorder, Color ColorThicknessBorder, boolean hasbackgrcolor, Color backgroundcolor, boolean usercaninteract, Vector DefaultCameraPos, Rotator DefaultCameraRotation ) |
Add a model panel to view a model in 3d, it can be a prop/weapon or a character. For example like sketchfab model viewer |
AddCheckBox(number ID, Vector2D StartPosition, Vector2D EndPosition, number ThicknessBorder, Color ColorThicknessBorder, boolean isfilled, Color fillcolor) |
Add a simple checkbox |
NEW events
Not sure about theses one in the events.
Event | Description |
---|---|
Button:on("Click", function( number id, type button) |
Event when a button is clicked, button type is normal or image |
Button:on("Hover", function( number id, type button) |
Event when a button is hovered, button type is normal or image |
Add custom events, pls
NEW get functions
Returns | Function | Description |
---|---|---|
Vector2D |
GetConvexshapesPixels( number ID) |
Get the size of a Convexshapes in pixels (only a giant square for the points in x,y extremity) |
Vector2D |
GetButtonSizePixels( number ID) |
Get the size of a button (can be a normal or image one) |
Vector2D |
GetTableCaseSize( number ID) |
Get the size of 1 box of the table of Render.AddTable |
Vector2D |
GetTableAllSizeNumber( number ID) |
Get the size of the entire table of Render.AddTable |
Vector2D |
GetTableAllSizePixels( number ID) |
Get the size of the entire table in pixels of Render.AddTable |
boolean |
GetCheckBoxResult( number ID) |
Get if the checkbox is true or false Render.AddCheckBox |
Vector2D |
GetCheckBoxSize( number ID) |
Get checkbox size in pixel of Render.AddCheckBox |
string |
GetTextInputOutput( number ID) |
Get the text input output of a Render.AddTextInput |
Vector2D |
GetEntireTextInputSize( number ID) |
Get the entire text input size in pixels of a Render.AddTextInput |
number |
GetTextInputLenght( number ID) |
Get the text input leght of a Render.AddTextInput |
number |
GetNumberInput( number ID) |
Get the number set on the Render.AddNumberInput |
Vector2D |
GetSliderSizePixels( number ID) |
Get the size in pixels of Render.AddSlider |
number |
GetSliderNumber( number ID) |
Get the number set on the Render.AddSlider |
number |
GetSliderPositionPercentage( number ID) |
Get the distance travelled by the slider where left is 0% and right is 100% |
string |
GetModelInPanel( number ID) |
Get model displayed on a Render.AddModelPanel |
Vector |
GetPanelModelCameraLocation( number ID) |
Get camera location on Render.AddModelPanel |
Rotator |
GetPanelModelCameraRotation( number ID) |
Get camera rotation on Render.AddModelPanel |
Vector2D |
GetEntirePanelModelSize( number ID) |
Get the entire PanelModel size in pixels of a Render.AddPanelModel |
Vector2D |
GetBindSizePixels( number ID) |
Get the bind size button in pixels of a Render.AddBinder |
string |
GetBind( number ID) |
Get the bind of a Render.AddBinder |
Color |
GetColorCodePicked( number ID) |
Get color set by Render.AddColorPicker |
Vector2D |
GetColorPickerSize( number ID) |
Get ColorPicker size in pixel by Render.AddColorPicker |
Vector2D |
GetImageSize( number ID) |
Return the size of a image (transformation included) - CLIENT |
number |
GetImageOpacity( number ID) |
Return the opacity of the image - CLIENT |
string |
GetImageName( number ID) |
Return the name of the image (path) - CLIENT |
Vector2D |
GetImageOriginSize( number ID) |
Return the size of a image origin (no transformation) - CLIENT |
Vector2D |
GetPlayerScreenSize() | Return the resolution of client screen, usefull to avoid draws outside player screen - CLIENT |
Vector |
GetCharacterCameraLocation() | Return the camera location of the character - CHARACTER |
Rotator |
GetCharacterCameraRotation() | Return the camera rotation of the character - CHARACTER |
Vector |
GetCharacterCameraLookingAtLocation() | Return the position where the character is looking at - CHARACTER |
String |
GetModelNameCharacterLookingAt() | Return modelname of the prop where the character is looking at - CHARACTER |
NEW set functions
Function | Description |
---|---|
SetCharacterCamera( Character Character, number ViewMode, Vector NewCameraPos, Rotator NewCameraRotation) |
Move the position of the actual player camera to a defined one (example look to a object, camera facing the character face for character modification, ect) NOTE: if ViewMode is other than 0 (no fps), camera location is the center where the camera can look around |
SetCharacterCameraToDefault( Character Character, number ViewMode) |
Reset the player camera back to default |
Draw in the map
Add possibility to draw and interact with UI elemements like in the screen but instead of being draw on the screen, theses can be draw on the server, in the map so for example in the map, in a certain location, a image when we can interact with it and draw buttons on it that can be interactive when the cursor is inside or when we click.
Voila, this thing cost me too much time, but here it is
If you have any suggestions, comment below
And sorry if sometimes i am not clear (or english mistakes :/)
Thanks.
20:56 15/05/20
It could be good to add server redirection, for example when creating gamemode, some type of gamemode can require different servers to help seperate games.
Returns | Function | Description |
---|---|---|
ConnectToServer( number ip, number port, string passwordIfAny) |
Connect to a server with this ip and port and password | |
boolean |
IsServerActive( number ip, number port) |
Check if the server is online or offline |
string |
ServerGetName( number ip, number port) |
Get the server name |
string |
ServerGetDescription( number ip, number port) |
Get the server description |
number |
ServerGetMaxSlots( number ip, number port) |
Get the server maximum slots |
number |
ServerGetSlotsCurrentPlayers( number ip, number port) |
Get the server current player number connected to server |
Of course, need limitations to avoid DDOS attacks.
Also it can be good that there is possibility to connect to a seperate mysql databse for example grades between server, communication of multiple server for a gamemode (see the state of a game, ect) But only server file to avoid steal password
Audio
Yes audio, great, ability to play music files
Example of functions
Returns | Function | Description |
---|---|---|
AddAudio( number ID, string audiofile, number volume, boolean isloop) |
Create a audio file but don't play it, can support .ogg, .mp3, .wav | |
PlayAudio( number ID) |
Play a audio file from start | |
ResumeAudio( number ID) |
Play a audio file from last time it stoped, else start from begining | |
StopAudio( number ID) |
stop a audio file (but don't destroy it) | |
DestroyAudio( number ID) |
Destroy a audio file created with this ID | |
SetLoopAudio( number ID, boolean isloop) |
Set if audio is loop or not | |
SetVolumeAudio( number ID, number volume) |
Set audio volume | |
number |
GetVolumeAudio( number ID) |
Get audio volume |
boolean |
GetLoopAudio( number ID) |
Get if audio is loop or not |
string |
GetFileAudio( number ID) |
Get audio file |
HTML frame
Play videos, url for info, communities, ect
Add a option to Nanos game settings to disable it.
Returns | Function | Description |
---|---|---|
AddHtml( number ID, string URL, Vector2D StartPosition, Vector2D EndPosition, number ThicknessBorder, Color ThicknessBorderColor) |
Add Html page | |
DestroyHtml( number ID) |
Destroys html or can be replace by ClearItem function | |
EnableAudioHtml( number ID, boolean audioplay) |
Enable audio for this html id | |
SetHtmlUrl( number ID, string URL) |
Set another html url | |
string |
GetCurrentHtmlUrl( number ID) |
Get current html url |
string |
GetOriginHtmlUrl( number ID) |
Get origin html url (what defined by html creation) |
boolean |
IsHtmlEnabled( number ID) |
Returns if the client enabled html |
Vector2D |
GetHtmlSize( number ID) |
Get current html size in pixels |
Vector2D |
GetHtmlLocation( number ID) |
Get current html location |
Forgot to add some get function for UI
EDIT 16/05/20
Returns | Function | Description |
---|---|---|
Vector2D |
GetButtonCoordinates( number ID) |
Get the coordinates of a button (top left because there is a function to have the size in pixels) |
Vector2D |
GetTableCoordinates( number ID) |
Get the coordinates of a Table (top left because there is a function to have the size in pixels) |
Vector2D |
GetCheckBoxCoordinates( number ID) |
Get the coordinates of a CheckBox (top left because there is a function to have the size in pixels) |
Vector2D |
GetTextInputCoordinates( number ID) |
Get the coordinates of a TextInput(top left because there is a function to have the size in pixels) |
Vector2D |
GetNumberInputCoordinates( number ID) |
Get the coordinates of a NumberInput (top left because there is a function to have the size in pixels) |
Vector2D |
GetModelPanelCoordinates( number ID) |
Get the coordinates of a ModelPanel (top left because there is a function to have the size in pixels) |
Vector2D |
GetSliderCoordinates( number ID) |
Get the coordinates of a ModelPanel (top left because there is a function to have the size in pixels) |
Vector2D |
GetImageCoordinates( number ID) |
Get the coordinates of a Image (top left because there is a function to have the size in pixels) |
Vector2D |
GetBindCoordinates( number ID) |
Get the coordinates of a BindBox (top left because there is a function to have the size in pixels) |
Vector2D |
GetColorPickerCoordinates( number ID) |
Get the coordinates of a ColorPicker (top left because there is a function to have the size in pixels) |
And also events
Again not really sure about theses ones
Event | Description |
---|---|
TypeInput:on("Click", function( number id, type input) |
Event when a input field is clicked, type is number or text (so TextInput or NumberInput) |
TypeInput:on("Type", function( number id, type input) |
Event when a character/number is entered or deleted |
TypeInput:on("Enter", function( number id, type input) |
Event when a player press enter when finish typing |
ColorPicker:on("Pick", function( number id) |
Event when a player picked a color |
Binder:on("NewBind", function( number id, type numberorcharacter) |
Event when a player set a new bind, type is if the new bind is a character or a number |
Slider:on("Slide", function( number id) |
Event when a player slide the slider (so when value change) |
CheckBox:on("Check", function( number id) |
Event when a player change is the checkbox is true or false |
ModelPanel:on("ClickInteract", function( number id) |
Triggered when a player is interacting with the modelpanel, when he click inside the modelpanel to interact |
ModelPanel:on("ClickExit", function( number id) |
Triggered when a player is not interacting with the modelpanel, when he click outside the modelpanel |
Is your feature request related to a problem? Please describe.
I'm missing the following functions for the props.
Describe the solution you'd like
Character:GiveGrabbedProp(Prop)
Character:DropGrabbedProp()
Character:GetGrabbedProp(): Prop
Prop/Weapon:IsGrabbable() boolean
Prop/Weapon:SetGrabbable(boolean) -> if false -> no outline
Is your feature request related to a problem? Please describe.
I'd like to play custom sounds via lua script
Describe the solution you'd like
Is your feature request related to a problem? Please describe.
Some vehicle stuff. See below...
Describe the solution you'd like
vehicle:SetEngineState(bool) -- Disable sound and block forward or reverse input
vehicle:GetEngineState(): bool -- getter ^
vehicle:SetHornAsset(string) -- sets the horn sound-asset
vehicle:GetHornAsset(): string -- getter ^
vehicle:SetLightState(bool) -- Turn on / off the lights
vehicle:GetLightState():bool -- getter ^
Is your feature request related to a problem? Please describe.
I'd like to get visual indicator of the damage done, or a event to handle this in lua
Describe the solution you'd like
I'd like to have onDamage
that returns how many damage I did to an Character or a thing.
Describe alternatives you've considered
Maybe directly done into C++?
Additional context
https://guides.gamepressure.com/apex-legends/gfx/word/103560812.jpg
Describe the bug
Often the velocity is maintained when the location of an entity is changed.
To Reproduce
For example (character):
Expected behavior
If you set the location of an entity, then the velocity should be set to 0.
Describe the bug
If the player enters a car and you want to move it to another seat, the server writes [2020-04-10 19:00:41][Error] Vehicle already entered!
. The player is not moved to the other seat.
To Reproduce
Character:on("EnterVehicle", function(char, veh)
char:EnterVehicle(veh, 2)
end)
Expected behavior
The player is placed in the scripted seat.
Is your feature request related to a problem? Please describe.
To explode a grenade via script
Describe the solution you'd like
Grenade:Explode()
Is your feature request related to a problem? Please describe.
The equivalent of {entity}:Destroy
Describe the solution you'd like
{entity}:Exists() : bool -- true if it exists, otherwise false
Is your feature request related to a problem? Please describe.
To set the velocity of entities.
Describe the solution you'd like
{entity}:SetVelocity(Vector(100, 0, 0)) -- to set the velocity to north (global coordinate system)
{entity}:SetLocalVelocity(Vector(100, 0, 0)) -- to set the velocity to the front of the entity (local coordinate system)
vector.X
-> The velocity in the X direction
vector.Y
-> The velocity in the Y direction
vector.Z
-> The velocity in the Z direction
Describe the bug
I cannot store / access variables of callbacks outside. And if you do, the server crashes ๐คทโโ๏ธ.
To Reproduce
Expected behavior
Server should not crash and outside the callback should still be accessible to the variables.
Code ๐ค
local lastVeh = nil
Character:on("EnterVehicle", function(char, veh)
lastVeh = veh
end)
Weapon:on("PickUp", function(wep, char)
if lastVeh ~= nil then
char:EnterVehicle(lastVeh, 1)
end
end)
Is your feature request related to a problem? Please describe.
Setters exist, but the getters are missing.
Describe the solution you'd like
Vehicle:
GetBodyColor(): Color
GetBodyRoughness(): number
GetGlassColor(): Color
GetGlassOpacity(): number
GetLightColor(): Color
Is your feature request related to a problem? Please describe.
The following setter methods were added, but the getters were forgotten:
Describe the solution you'd like
Character
GetMorphTarget(number ID): value
GetScalarParameter(number ID): value
GetVectorParameter(number ID): value
Will be great to have some way to kick a player out of the server, something for example like a Kick
method inside the Player
class.
Describe the bug
If the server is closed while the client is loading / connecting, the client (usually) crashes.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Client should not crash.
Describe the bug
return false
inside the function not stoping the timer
To Reproduce
function next()
print("Next was called")
Timer.SetTimeout(1000, {}, function()
return false
end)
end
Character:on("Death", function(character)
Events:Call("Something", {})
end)
something= function()
print("Timer: " .. t)
t = t - 1
if t == -1 then
t = 5
next()
-- This crashes the server
-- Timer.ClearTimeout(something)
-- This don't stop the timer (not entirely)
return false
else
Events:BroadcastRemote("PrintOnClientSide", {t})
end
end
Events:on("Something", function()
print("Something was called")
test = Timer.SetTimeout(1000, {}, something)
end)
Expected behavior
When someone die:
Something was called
Timer: 4
Timer: 3
Timer: 2
Timer: 1
Timer: 0
Next was called
Is your feature request related to a problem? Please describe.
I'd like to see throwables prediction. I.E:
Describe the solution you'd like
A trail where the throwable will land
Describe alternatives you've considered
Additional context
https://guides.gamepressure.com/apex-legends/gfx/word/443255125.jpg
Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
A clear and concise description of what you expected to happen.
Screenshots
If applicable, add screenshots to help explain your problem.
Additional context
Add any other context about the problem here.
Describe the bug
Coloring a car's body colors everything (the wheels too)
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Only colored body
Is your feature request related to a problem? Please describe.
I would like to access the player's character from a player. (Maybe: player:GetCharacter()).
And from the player's character the player (Maybe: char:GetPlayer()).
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