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Custom Lua scripts when entering Somniel
Cobalt can load .lua
files at the root of your mod and execute them when entering the Somniel (more specifically, when MapOpening
is executed).
For example, if you have a function called addUnits
, then you need to put it in a file called addUnits.lua
in your mod folder.
These files need to be unbundled, and the filename of your script will be used to call the function. The function HAS to be present, with the same capitalization, otherwise, the game will crash.
Warning
Try to come up with a unique name, as conflicts with other mods are not allowed/handled. Make sure to pick a unique name that has low risks of conflict with other mods, because the Lua system won't support two functions with the same name.
Include(
) and Log
and all that stuff are functional and can be used as normal.
Separate functions in the file being called by your main function are allowed.
The script should only have functions it uses (no duplicating the original script, this is not a file swap), with the function to be called having the same name as your file.
Example: I have addUnits.lua
in my mod, therefore the Lua function that will be called by Cobalt is function addUnits()
.
If you are adding a lot of new units or emblems at the same time, consider using the WaitTime
function such as
In addUnits.lua
:
function addUnits()
UnitJoin( "PID_スタルーク")
WaitTime(1)
UnitJoin( "PID_シトリニカ")
WaitTime(1)
UnitJoin( "PID_ラピス" )
end
or use 'UnitJoinSilent' instead of 'UnitJoin'
In addUnits.lua
:
function addUnits()
UnitJoinSilent( "PID_スタルーク", "PID_シトリニカ", "PID_ラピス" )
end