Here is an exhaustive list of the different lua environments within Spring, roughly in execution order as a game is loaded.
Source: {{sourcelink|file=rts/Lua/LuaMenu.cpp}}
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= Lua Callins =
...1e82b050267572a/rts/Lua/LuaHandle.cpp https://github.com/spring/spring/rts/Lua/LuaHandle.cpp]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[category: Lua]]
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=Lua libraries=
This page lists all common Lua libraries that can be used in Spring game and map archives.
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[category: Lua]]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[category: Lua]]
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=Lua FAQ=
...f the Spring engine can be controlled and extensively modified through the Lua API.
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
=All Lua Contexts=
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...et, the destination has to the corresponding allow rule. For example, if a lua widget wants to connect to springrts.com at port 80,
...m/spring/spring/blob/develop/cont/examples/Widgets/luasocket.lua luasocket.lua]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
|info = Loads a SoundDefs file, the format is the same as in `gamedata/sounds.lua`.
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
...link|Modinfo.lua|name}} .. {{xtaglink|Modinfo.lua|version}} from [[Modinfo.lua]]. E.g. "Spring: 1944 test-5640-ac2d15b".
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
note3: You can read RulesParams from '''any''' Lua enviroments! With those losAccess<br/> policies you can limit their acc
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
...lass="warning">Warning:</span> boolean values are not transfered from C to Lua correctly. For this reason the respective option has to be converted to a n
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
To get the commandqueue use the following lua-call
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
==Lua's DrawXYZ-Callin==
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
Fortunately, the Spring Lua system automatically provides access to mod and base files via the VFS modu
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'''[[Lua:WidgetDirectory|LuaUI Widget Directory]]''' - A list of LuaUI widgets<br><
...ting and Development]]''' - Look here to get started with making your own Lua widgets and gadgets<br><br>
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
...6 {{type|numbers}} or a [https://github.com/spring/spring/blob/develop/rts/Lua/LuaOpenGLUtils.cpp#L60 matrix name]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[Category: Lua]]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
This page is an introduction to using Lua in Spring - it only tries to answer general questions, for more specific Qu
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=Lua FAQ=
...f the Spring engine can be controlled and extensively modified through the Lua API.
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[Category: Lua]]
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'''[[Lua:WidgetDirectory|LuaUI Widget Directory]]''' - A list of LuaUI widgets<br><
...ting and Development]]''' - Look here to get started with making your own Lua widgets and gadgets<br><br>
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=Lua libraries=
This page lists all common Lua libraries that can be used in Spring game and map archives.
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...al effect when a weapon hits a target, but can also be called from COB and Lua.
...in <code>bitmaps/</code>. Finally, you need the weapon, unit, COB, and or Lua files that you are calling the CEGs from.
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Here is an exhaustive list of the different lua environments within Spring, roughly in execution order as a game is loaded.
Source: {{sourcelink|file=rts/Lua/LuaMenu.cpp}}
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...CEG: weapons, COB or LUS unit scripts, flying piece projectiles and synced Lua gadgets.
For a .lua unitdef use:
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...SaveFile</code> can be specified in start script in order to start from a (lua) save (.slsf).
// values for the options defined in Modoptions.lua
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
This page is an introduction to using Lua in Spring - it only tries to answer general questions, for more specific Qu
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...et, the destination has to the corresponding allow rule. For example, if a lua widget wants to connect to springrts.com at port 80,
...m/spring/spring/blob/develop/cont/examples/Widgets/luasocket.lua luasocket.lua]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
==Lua's DrawXYZ-Callin==
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* [[Armordefs.lua]] - armor classes
* [[Icontypes.lua]] - strategic unit icons
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...] and can also contain [[Modoptions.lua]], [[AI:Development:Lang:Lua|LuaAI.lua]], and [[springignore.txt]]
.lua [[Gamedev:FeatureDefs|FeatureDef]] files
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...languages C/C++ and Java (not currently sure about the others but I think Lua too).
* '''[[AI:Development:Lang:Lua|Lua]]'''<br>
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[category: Lua]]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[category: Lua]]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[Category: Lua]]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
=All Lua Contexts=
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...der, next to it. For instance, for testobject.dae you'd use testobject.dae.lua.
check [http://www.lua.org/docs.html Lua Documentation].
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Lua Particle System (LUPS)
(To start a new instance simply include lups/lups.lua)
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