=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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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
table.save(t, "lua_unitDef_" .. unitDef.name .. ".lua", "-- generated by table.save")
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[category: Lua]]
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[[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}}
-- Note: there are no bit shift. Use those Lua functions instead for 24 bits bitshift
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*[http://springfiles.com/spring/lua-scripts Lua Category on Springfiles.com]
[[Category: Lua]]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
= Lua Save/Load support =
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[[Category: Lua]]
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
To use Lua code in your BOS/COB files, you can either include the gadgetHandler (inclu
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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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.../trac.caspring.org/browser/trunk/mods/ca-sandbox/LuaUI/Widgets/performance.lua CA SVN].
Lua coders should keep that in mind, and especially when visiting this page. Re
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You can also visit #moddev or #lua channels on the spring lobby. You are advised to post the infolog and a cod
'''include "MyToolkit.lua"''' will add all the functions of the MyToolkit.lua to the program(only used ones). Good way to separate complex programs into
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
...als, if n is omitted or <=0, rounds to nearest integer. Note that Spring's Lua interpreter uses 32-bit floats for all numbers so max. precision is ~7 deci
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[[Category:Lua]]
== Lua libraries ==
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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[category: Lua]]
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[[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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=Lua FAQ=
...f the Spring engine can be controlled and extensively modified through the Lua API.
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Recoil now provides a Lua library that is compatible with Lua Language Server, providing type checking and intellisense in your IDE.
The recoil-lua-library (https://github.com/beyond-all-reason/recoil-lua-library) package provides type definitions for your editor. This can be add
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[[Category:Lua]]
== Lua libraries ==
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*[http://springfiles.com/spring/lua-scripts Lua Category on Springfiles.com]
[[Category: Lua]]
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...teams are legal to control. | [More]({{% ref "/articles/team-terminology/#lua-ai-vs-skirmish-ai" %}}) |
...| [More]({{% ref "/articles/team-terminology/#lua-ai-vs-skirmish-ai" %}}) |
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...allow easy customizing. For the lobby and loading game / map an additional lua state should be added.
* Knowledge of 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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'''[[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}}
=Inter Lua Communications=
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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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...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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[[Engine_Development|Development]] < [[Lua_Scripting|Lua Scripting]] < {{FULLPAGENAME}}
[[category: Lua]]
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'''[[Lua Scripting]]''' Information regarding the use of the supplementary Lua scripting language for Widgets and beyond...<br><br>
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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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[[Engine_Development|Development]] < [[AI:Development|AI Development]] < Lua AI Development
<h1>Writing a Lua AI</h1>
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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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