| 1.64 Person .522 |
| 1.64.1 Person.AttachToEntity .522 |
| 1.64.2 Person.DoAction .523 |
| 1.64.3 Person.DoActionBroadcast .524 |
| 1.64.4 Person.EnableChatBubbles .525 |
| 1.64.5 Person.EnableCollision .525 |
| 1.64.6 Person.Findlnlnstance .526 |
| 1.64.7 Person.GetAnimReg .527 |
| 1.64.8 Person.GetAvatarStatusType .527 |
| 1.64.9 Person.GetBehavior .528 |
| 1.64.10 Person.GetBehaviorCategory .528 |
| 1.64.11 Person.GetBoneCount .529 |
| 1.64.12 Person.GetBonelndex .530 |
| 1.64.13 Person.GetBoneLocalMatrix .530 |
| 1.64.14 Person.GetBoneWorldMatrix .531 |
| 1.64.15 Person.GetCurrentAction .531 |
| 1.64.16 Person.GetGroundllserld .532 |
| 1.64.17 Person.GetPleight .532 |
| 1.64.18 Person.Getld .533 |
| 1.64.19 Person.GetldsOfFriendsInlnstance .534 |
| 1.64.20 Person.GetldsOfRemotePeoplelnlnstance .534 |
| 1.64.21 Person.GetlnstanceSessionMasterld .535 |
| 1.64.22 Person.GetlnventoryltemObjectld .535 |
| 1.64.23 Person.GetLocalBounds .536 |
| 1.64.24 Person.GetMood .537 |
| 1.64.25 Person.GetName .537 |
| 1.64.26 Person.GetPosition .538 |
| 1.64.27 Person.GetRigComponentObjectld .538 |
| 1.64.28 Person.GetRigComponentTypes.539 |
| 1.64.29 Person.GetRigField .540 |
| 1.64.30 Person.GetRotationY.540 |
| 1.64.31 Person.GetUser .541 |
| 1.64.32 Person.GetVelocity .541 |
| 1.64.33 Person.GetWidth .542 |
| 1.64.34 Person.GetWorldBounds .542 |
| 1.64.35 Person.HasLock .543 |
| 1.64.36 Person.InterpolatePosition .544 |
| 1.64.37 Person.IsCollision .544 |
| 1.64.38 Person.IsLoaded .545 |
| 1.64.39 Person.IsLocked .546 |
| 1.64.40 Person.IsOnGround .546 |
| 1.64.41 Person. IsRigUsingComponent .547 |
| 1.64.42 Person.IsValid .547 |
| 1.64.43 Person.IsVisible .548 |
| 1.64.44 Person.Lock.549 |
| 1.64.45 Person.ResetCurrentStatusText .550 |
| 1.64.46 Person.SetAnimReg .550 |
| 1.64.47 Person.SetBehavior.551 |
| 1.64.48 Person.SetCurrentStatusText .552 |
| 1.64.49 Person.SetLabelText .552 |
| 1.64.50 Person.SetPosition .553 |
| 1.64.51 Person.SetRotationY .553 |
| 1.64.52 Person.SetVisible .554 |
| 1.64.53 Person.Unlock .554 |
|
|
| Person |
| Person. AttachToEntity |
| Brief |
| Attaches the person to specified entity so when the entity moves around the person moves with it. |
| Definition |
| Person.AttachToEntity( Person person, Entity entity = nil, Matrix44 localTransform = nil ) |
| Arguments |
| entity - the entity to attach to or nil to detach player from current entity. |
| Return Values |
| None. |
| Description |
| When attached to an entity, setting position and rotation will affect the local transform only. The transform must be locked by the calling lua |
| environment otherwise a lua error is generated. If the person is unlocked it automatically detaches from the entity. |
| Examples |
| person = LocalPlayer.GetPerson () |
| car = Entity.Create () |
| Person.AttachToEntity( person, car ) |
| See Also |
| None |
| Person. DoAction |
| Brief |
| Plays an action on a Person |
| Definition |
| Person.DoAction( Person person, string actionName, boolean autoUnlock = false ) |
| Person.DoAction( Person person, string actionName, boolean autoUnlock, number unlockFeatures ) |
| Arguments |
| person - the person to play an action on.actionName - Name of the action to be performed. It can be a custom animation loaded remotely through |
| LocalPlayer.AddRepertoire as well as one of the following standard actions: |
| "agree� |
| "beckon" |
| "bow" |
| "cheer" |
| "clap" |
| "disagree" |
| "frustration" |
| "laugh" |
| "point" |
| "wave" |
| "stand_up_from_seat"autoUnlock - if true, then the animation lock on the person is automatically released after the action has completed. |
| Defaults to false.unlockFeatures - only used if the autoUnlock parameter is true. If omitted then defaults to releasing the locks that were set when |
| Person.DoAction was called, otherwise will only release the locks specified, |
| features specified. |
| Return Values |
| Returns true if the action succeeds. |
| Description |
| The animation must be locked by the calling lua environment otherwise a lua error is generated. If the action isn't recognized a lua error is |
| generated. If it fails and autollnlock is true it unlocks immediately. |
| Examples |
| if Person.HasLock ( person ) then |
| Person.DoAction( person, "clap" ) |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person.IsLocked |
| � Person.HasLock |
| � Person.SetBehavior |
| � Person.DoActionBroadcast |
| Person.DoActionBroadcast |
| Brief |
| Piays an action on a Person |
| Definition |
| Person.DoActionBroadcast( Person person, string actionName, boolean autoUnlock = false ) |
| Person.DoActionBroadcast( Person person, string actionName, boolean autoUnlock, number unlockFeatures |
| ) |
| Arguments |
| person - the person to play an action on.actionName - Name of the action to be performed. It can be a custom animation loaded remotely through |
| LocalPlayer.AddRepertoire as well as one of the following standard actions: |
| "agree� |
| "beckon" |
| "bow� |
| "cheer" |
| "clap" |
| "disagree" |
| "frustration" |
| "laugh" |
| "point" |
| "wave" |
| "stand_up_from_seat"autoUnlock - if true, then the animation lock on the person is automatically released after the action has completed. |
| Defaults to false.unlockFeatures - only used if the autoUnlock parameter is true. If omitted then defaults to releasing the locks that were set when |
| Person.DoActionBroadcast was called, otherwise will only release the locks specified, |
| features specified. |
| Return Values |
| Returns true if the action succeeds. |
| Description |
| The animation must be locked by the calling lua environment otherwise a lua error is generated. If the action isn't recognized a lua error is |
| generated. If it fails and autoUnlock is true it unlocks immediately. If calling DoActionBroadcast on the LocalPlayer, this function will broadcast the |
| action to other clients in the scene. Using DoActionBroadcast impacts on the amount of network traffic, so avoid calling this function frequently. |
| Examples |
| if Person.HasLock( person ) then |
| Person.DoActionBroadcast( person, "clap" ) |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person. IsLocked |
| � Person.HasLock |
| � Person.SetBehavior |
| � Person.DoAction |
| Person.EnableChatBubbles |
| Brief |
| Sets chat bubbles on or off. |
| Definition |
| ! Person.EnableChatBubbles( Person person, boolean enabled ) |
| Arguments |
| enabled - True to enable chat bubbles or false to disable. |
| Return Values |
| None. |
| Description |
| With this function, a script can allow chat bubbles to be switched on or off at will. Chat will still appear in the chat log as normal. Please note: In |
| order to use this function, the is_allowed_chat_bubble_change property in the object's mini_game component must be set to true. |
| Examples |
| local person = LocalPlayer.GetPerson( ); |
| if ( Person.Lock( person, PersonLockType.ChatBubbles ) == true ) then |
| Person.EnableChatBubbles( person, false ); |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| Person.EnableCollision |
| Brief |
| Toggles collision detection for the person's avatar. |
| Definition |
| ! Person.EnableCollision( Person person, boolean value ) |
| Arguments |
| person - the person to modify.value - Whether collision should be on or off. |
| Return Values |
| None. |
| Description |
| Toggles collision detection for the person's avatar. The collision must be locked by the calling lua environment otherwise a lua error is generated. |
| Examples |
| ! if Person.IsCollision ( person ) then |
| Person.EnableCollision( person, false ) |
| | end |
| See Also |
| � Person.IsCollision |
| Person.Findlnlnstance |
| Brief |
| Finds a person in the instance from the person ID. |
| Definition |
| ! Person Person.Findlnlnstance( string personld ) |
| Arguments |
| personld - The person to find. |
| Return Values |
| A Person if found and nil otherwise. |
| Description |
| Finds a person in the instance from the specified person ID. |
| Examples |
| me = Person.Findlnlnstance( LocalPlayer.GetPersonld() ) |
| See Also |
| Local Player.GetPersonld |
| Person. GetAnimReg |
| Brief |
| Returns the value of the specified animation register. |
| Definition |
| number|boolean|string Person.GetAnimReg(Person person, string registerName) |
| Arguments |
| person - person to query.registerName - the name of the animation register to get. |
| Return Values |
| The value of the register, with the type based on the register type. |
| Description |
| If the register doesn't exist or the animation register doesn't have Lua read access an error will be thrown. |
| Examples |
| ! fatness = person:GetAnimReg("Fatness") |
| See Also |
| � Person. SetAnimReg |
| Person.GetAvatarStatusType |
| Brief |
| Returns the current avatar status type of the person specified |
| Definition |
| number Person.GetAvatarStatusId( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The enumerated value of the current status type. |
| Description |
| The user can change the status of their avatar from the emotes menu. This method returns the current user status type. Changing the status type |
| affects the facial animation (mood) used, and the status text above the avatar that remote users see. The possible status types are: |
| AvatarStatusType.Neutral |
| AvatarStatusT ype. Happy |
| AvatarStatusType.Sad |
| AvatarStatusType. Angry |
| AvatarStatusType.Confused |
| AvatarStatusType. Unwell |
| AvatarStatusType.Busy |
| AvatarStatusType. IsLookingForHelp |
| AvatarStatusT ype. WantT oChat |
| AvatarStatusType. WantToPlayGame |
| Examples |
| me = LocalPlayer.GetPerson() |
| if Person.GetAvatarStatusType( me ) == AvatarStatusType.Happy then |
| DoSomethingHappy() |
| end |
| See Also |
| � Person.GetMood |
| Person.GetBehavior |
| Brief |
| Returns the name of the current behavior playing on the person. |
| Definition |
| string Person.GetBehavior( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The name of the current behavior playing on the person. |
| Description |
| Returns the name of the current behavior playing on the person or nil if the behavior is a Plome internal behavior. For a list of Home's public |
| behaviors see Person.SetBehavior. For post 1.40 behaviour, if the behaviour belongs to the calling script environment, will only specify the name. |
| If the behaviour belongs to another object, that has allowed its behaviours to be public, then will specify the object id, as well as the name. For |
| pre-1.40 behaviour. For the local player, will only return the name of the behaviour, but for remote persons, will return the fully qualified name |
| (objectld:name) - this is for backwards compatibility. If the behaviour is a system public behaviour, will return the name only. |
| Examples |
| behaviorName = Person.GetBehavior( person ) |
| See Also |
| � Person.SetBehavior |
| Person. GetBehaviorCategory |
| Brief |
| Returns the specified person's behavior state. |
| Definition |
| string|nil Person.GetBehaviorCategory( Person person ) |
| Arguments |
| person - The person to update. |
| Return Values |
| Returns the specified person's behavior state. |
| Description |
| Returns nil if in an internal behavior or be one of the following: "dancing'' "posing" �sitting_on_floor" "sitting_on_seat" "standing" "moving" |
| Behaviors should be catagorized into one of the above states. This function can be used to check if a person is dancing etc. without checking the |
| animation behavior name. |
| Examples |
| ! if Person.GetBehaviorCategory( LocalPlayer.GetPerson() ) == 'dancing* then |
| StartTheParty() |
| | end |
| See Also |
| � Person.GetBehavior |
| � Person.SetBehavior |
| Person. GetBoneCount |
| Brief |
| Get the number of bones in the person's skeleton. |
| Definition |
| ! number Person.GetBoneCount(Person person) |
| Arguments |
| person - Person to query. |
| Return Values |
| Number of bones in the skeleton, or 0 if the skeleton is not available. |
| Description |
| Retrieves the number of bones/joints in the person's skeleton. If no skeleton is present or loaded, 0 is returned. |
| Examples |
| ! local boneCount = LocalPlayer.GetPerson():GetBoneCount() |
| See Also |
| Person.GetBonelndex |
| Person.GetBonelndex |
| Brief |
| Find the index of a bone in the person's skeleton. |
| Definition |
| ! number Person.GetBonelndex(Person person, string boneName) |
| Arguments |
| person - Person to query.boneName - Name of bone to locate. |
| Return Values |
| The index of the bone in the skeleton (in range 1 - GetBoneCount()), or 0 if not found. |
| Description |
| Retrieves the index of the specified bone/joint in the person's skeleton. The index is 1 -based. If the bone cannot be found, or there is no skeleton |
| attached or loaded, 0 is returned. |
| Examples |
| 1 local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") |
| See Also |
| � Person.GetBoneCount |
| � Person.GetBoneLocalMatrix |
| � Person.GetBoneWorldMatrix |
| Person.GetBoneLocalMatrix |
| Brief |
| Get the local transform matrix for a bone in the skeleton. |
| Definition |
| ! Person.GetBoneLocalMatrix(Person person, string|number bone, Matrix44 result) |
| Arguments |
| person - Person to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. |
| Return Values |
| None. |
| Description |
| Retrieve the local-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by |
| index will be more efficient if done more than once. |
| Examples |
| local mat = Matrix44.Create () |
| LocalPlayer.GetPerson():GetBoneLocalMatrix("lefthand", mat) |
| � or |
| local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") |
| LocalPlayer.GetPerson():GetBoneLocalMatrix(leftHandlndex, mat) |
| See Also |
| � Person. GetBoneWorldMatrix |
| � Person.GetBonelndex |
| Person.GetBoneWorldMatrix |
| Brief |
| Get the world transform matrix for a bone in the skeleton. |
| Definition |
| Person.GetBoneWorldMatrix(Person person, string|number bone, Matrix44 result) |
| Arguments |
| person - Person to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. |
| Return Values |
| None. |
| Description |
| Retrieve the world-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by |
| index will be more efficient if done more than once. |
| Examples |
| local mat = Matrix44.Create () |
| LocalPlayer.GetPerson():GetBoneWorldMatrix("lefthand", mat) |
| � or |
| local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") |
| LocalPlayer.GetPerson():GetBoneWorldMatrix(leftHandlndex, mat) |
| See Also |
| � Person.GetBoneLocalMatrix |
| � Person.GetBonelndex |
| Person.GetCurrentAction |
| Brief |
| Returns the name of the current action the person is in, if any. |
| Definition |
| ! string Person.GetCurrentAction( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| Returns the name of the current action. |
| Description |
| If the person is not in an action nil is returned. Home internal actions will also return nil. For a list of Home public actions see Person.DoAction. |
| Examples |
| I actionName = Person.GetCurrentAction( LocalPlayer.GetPerson() ) |
| See Also |
| � Local Player. DoAction |
| � LocalPlayer.IsDoingAction |
| Person. GetGroundllserld |
| Brief |
| Return the userlD of the collision on which the person is standing. |
| Definition |
| ! number Person.GetGroundUserld( Person person ) |
| Arguments |
| person - The person to query |
| Return Values |
| The userlD. |
| Description |
| Return the userlD of the collision on which the person is standing. Check Person.IsOnGround before calling this function; if the person is not on |
| the ground an error will occur. |
| Examples |
| ! if ( person:IsOnGround() ) then |
| print( Person.GetGroundUserld( person ) ) |
| | end |
| See Also |
| � Person.IsOnGround |
| Person.GetHeight |
| Brief |
| Retrieve the avatar's height in meters. |
| Definition |
| ! number Person.GetHeight(Person person) |
| Arguments |
| person - the person to query. |
| Return Values |
| The height of the person's avatar in meters, or nil if the avatar is not yet loaded. |
| Description |
| The value returned is the height of the avatar when in the bind pose, given the current height settings, in meters. This will return nil if the avatar is |
| currently a fallback. |
| Examples |
| ! if ( person:GetHeight() <1.0 ) then print ("Hello shorty") end |
| See Also |
| None |
| Person.Getld |
| Brief |
| Returns the person's ID. |
| Definition |
| j string Person.GetId( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The person's ID. |
| Description |
| Returns the person's ID. A person's ID value is unique per instance, but not across instances and is not persistent. That is, a person ID can be |
| used within an instance to uniquely identify any person in that instance, but it should be assumed to be assigned at random to players entering |
| the instance, and only valid while that player is in the instance. Players in another instance of the same scene will not be accessible by person ID. |
| Players exiting and re-entering the instance will almost certainly be assigned a different person ID, but a person's ID will not change while they |
| remain in the same instance. |
| Examples |
| me = LocalPlayer.GetPerson() |
| if Person.GetId( me ) ~= LocalPlayer.GetPersonld() then |
| print( "Oh no!" ) |
| end |
| See Also |
| � LocalPlayer.GetPerson |
| � LocalPlayer.GetPersonld |
| Person.GetldsOfFriendsInlnstance |
| Brief |
| Returns a table of people IDs in the current instance that are friends. |
| Definition |
| string[] Person.GetldsOfFriendsInlnstance() |
| Arguments |
| None |
| Return Values |
| A table of person ID strings. |
| Description |
| Returns a table of person IDs in the current instance that are friends. |
| Examples |
| ! ids = Person.GetIdsOfFriendsInlnstance() |
| ; numFriends = #ids |
| j print( "There are " .. numFriends .. " friends in the instance." ) |
| See Also |
| None |
| Person. GetldsOfRemotePeoplelnlnstance |
| Brief |
| Returns a table of all remote person IDs in the current instance. |
| Definition |
| string[] Person.GetldsOfRemotePeoplelnlnstance() |
| Arguments |
| None |
| Return Values |
| A table of person ID strings. |
| Description |
| Returns a table of person IDs for all remote avatars in the current instance. |
| Examples |
| ! ids = Person.GetIdsOfRemotePeoplelnlnstance() |
| i numAvatars = #ids + 1 |
| I print( "There are " .. numAvatars .. " avatars in the instance." ) |
| See Also |
| None |
| Person.GetlnstanceSessionMasterld |
| Brief |
| Returns the current instance's session master Person ID. |
| Definition |
| string Person.GetlnstanceSessionMasterld() |
| Arguments |
| None |
| Return Values |
| A person ID of the session master or nil if not ready yet. |
| Description |
| Returns the current instance's session master Person ID. Each instance has a session master automatically assigned to it. When a new instance |
| is created the first person in that instance will be the session master and if they leave then a new session master is chosen if other users are in |
| the instance. |
| Examples |
| local sessionMasterld = Person.GetInstanceSessionMasterld() |
| local sessionMaster = nil |
| if sessionMasterld ~= nil then |
| sessionMaster = Person.Findlnlnstance( sessionMasterld ) |
| SendNetworkMessageToRequestlnstanceState( sessionMaster ) |
| end |
| See Also |
| � User.GetSceneOwner |
| Person. GetlnventoryltemObjectld |
| Brief |
| Obtain the object id of the currently deployed companion object. |
| Definition |
| ! string Person.GetInventoryltemObjectId(Person person) |
| Arguments |
| person - The person to query. |
| Return Values |
| The object ID of the deployed inventory item if present, and nil otherwise. |
| Description |
| Obtains the object id of the currently deployed companion object, or returns nil if one is not currently active. |
| Examples |
| if (Person.GetlnventoryltemObjectld(person) == "12345678-12345678-12345678-12345678") then |
| isAllowedlntoMiniGame = true |
| | end |
| See Also |
| None |
| Person.GetLocalBounds |
| Brief |
| Retrieve the local-space bounds of a person. |
| Definition |
| ! boolean Person.GetLocalBounds(Person person, Vector4 min, Vector4 max) |
| Arguments |
| person - The person to query.min (out) - Vector4 value to receive the minimum extent.max (out) - Vector4 value to receive the maximum extent. |
| Return Values |
| True if the bounds were retrieved successfully, false if the person is not yet loaded. |
| Description |
| Get the local-space bounds of a person's model. This will reflect the user's clothing choices and height selection. If the person's avatar is not |
| loaded, this function will return false. |
| Examples |
| local min = Vector4.Create () |
| local max = Vector4.Create() |
| if (LocalPlayer.GetPerson():GetLocalBounds(min, max)) then |
| print("Local player avatar is", max:Y() - min:Y(), "metres tall") |
| end |
| See Also |
| � Person.GetWorldBounds |
| Person. GetMood |
| Brief |
| Returns the mood of the specified person. |
| Definition |
| MoodType Person.GetMood(Person person) |
| Arguments |
| person - the person to interrogate the mood value for. |
| Return Values |
| The enumerated value of the mood. |
| Description |
| The mood type is the facial animation that is used on the idling person. This is controlled by the user through the status option in the emotes |
| menu. Different statuses can share the same mood, ie Confused and IsLookingForHelp statuses both use the same mood Confused. The |
| enumerated type of MoodType is: |
| MoodType.Neutral |
| MoodType.Happy |
| MoodType.Sad |
| MoodType.Angry |
| MoodType.Confused |
| Examples |
| if (person:GetMood() == MoodType.Sad) then |
| print("Why the long face?") |
| end |
| See Also |
| � Person. GetAvatarStatusType |
| Person. GetName |
| Brief |
| Returns the person's Online ID. |
| Definition |
| string Person.GetName( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The person's Online ID. |
| Description |
| Returns the person's Online ID, but only if you launch HomeDeveloper.self in online mode. If launching in offline mode, only the local player's |
| Person will be accessible, and the function will return the string "Me". |
| Examples |
| ! me = LocalPlayer.GetPerson() |
| i print( "My name is " .. Person.GetName( me ) ) |
| See Also |
| � LocalPlayer.GetPerson |
| Person.GetPosition |
| Brief |
| Returns the position of the person. |
| Definition |
| Vector4 Person.GetPosition( Person person ) |
| Person.GetPosition( Person person, Vector4 outVec ) |
| Arguments |
| person - The person to query.outVec - The Vector4 to store the result to. |
| Return Values |
| The position of the person. |
| Description |
| Returns a vector containing the position of the specified person. |
| Examples |
| ! me = LocalPlayer.GetPerson() |
| print( "I am at: ", Person.GetPosition( me ) ) |
| See Also |
| Local Player.GetPerson |
| Person.GetRigComponentObjectld |
| Brief |
| Returns the specified component type's object ID. |
| Definition |
| ! string Person.GetRigComponentObjectId( Person person, string componentType ) |
| Arguments |
| person - The person to query.componentType - The component type to search for. It is case sensitive. |
| Return Values |
| The component's object ID or nil if not found. |
| Description |
| Returns the specified component type's object ID. The component must be loaded to identity its type. |
| Examples |
| ! me = LocalPlayer.GetPerson() |
| i types = Person.GetRigComponentTypes( person ) |
| | print( 'type=* .. types[ 1 ] ' object id=' .. Person.GetRigComponentObjectId( person, types[ 1 ] ) |
| ) |
| See Also |
| � Person.GetRigComponentTypes |
| Person.GetRigComponentTypes |
| Brief |
| Returns a table of strings for the current rig's component types. |
| Definition |
| ! string[] Person.GetRigComponentTypes( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| Table of strings for the rig component types. |
| Description |
| Returns a table of strings for the current rig's component types. The rig must be loaded to obtain the information. |
| Examples |
| me = LocalPlayer.GetPerson() |
| rigCompTypes = Person.GetRigComponentTypes( me ) |
| if rigCompTypes ~= nil then |
| for index, item in ipairs( rigCompTypes ) do |
| print( 'type = ' .. item ) |
| end |
| end |
| See Also |
| � Person.GetRigComponentObjectld |
| Person.GetRigField |
| Brief |
| Returns the value of the field and nil if not found |
| Definition |
| string|number|boolean Person.GetRigField( Person person, string field ) |
| Arguments |
| person - The person to query.field - The field to retrieve. Can be one of the following: |
| "sex" (returns the string "male" or "female") |
| Return Values |
| The value of the field and nil if not found. Supported types are boolean, string and number. |
| Description |
| Returns the value of the field and nil if not found. The rig must be loaded to get the correct result. |
| Examples |
| me = LocalPlayer.GetPerson() |
| | print( "My gender is " .. Person.GetRigField( me, "sex" ) ) |
| See Also |
| � LocalPlayer.GetPerson |
| Person. GetRotationY |
| Brief |
| Returns the y-axis rotation of the person. |
| Definition |
| number Person.GetRotationY( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The rotation in the y-axis of the person in degrees. |
| Description |
| Returns the rotation in the y-axis of the specified person in degrees. |
| Examples |
| i me = LocalPlayer.GetPerson() |
| ! print( "My rotation is: " .. Person.GetRotationY( me ) ) |
| See Also |
| � LocalPlayer.GetPerson |
| Person.GetUser |
| Brief |
| Returns the User object for this person. |
| Definition |
| User Person.GetUser( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The User object for the specified person. |
| Description |
| Returns the User object attached to the specified person. |
| Examples |
| local user = person:GetUser() |
| print(person:GetName() .. (user:IsFriend() and " is " or " is not ") .. "your friend!") |
| See Also |
| Person.GetVelocity |
| Brief |
| Returns the current velocity of the person. |
| Definition |
| Vector4 GetVelocity( Person person ) |
| locity( Person person, Vector4 outVec ) |
| Arguments |
| person - the person to queryoutVec - The Vector4 to store the result in |
| Return Values |
| Returns the current velocity of the person specified if no outVec is supplied. |
| Description |
| Returns a vector containing the velocity of the person specified. |
| Examples |
| 1 local me = LocalPlayer.GetPerson() |
| i elocity is: ", Person.GetVelocity( me ) ) |
| See Also |
| None |
| Person.GetWidth |
| Brief |
| Retrieves the width factor of an avatar. |
| Definition |
| ! number Person.GetWidth(Person person) |
| Arguments |
| person - the person to query. |
| Return Values |
| The width factor of the person in the range [ -1, 1 ], or nil if the avatar isn't yet loaded and available. |
| Description |
| Return the width factor of the avatar, which is in the range -1 to 1, with -1 being thin, 0 being average, and 1 being fat. |
| Examples |
| 1 if ( Person.GetWidth() == 1) then BreakChair() end |
| See Also |
| None |
| Person.GetWorldBounds |
| Brief |
| Retrieve the world-space bounds of a person. |
| Definition |
| boolean Person.GetWorldBounds(Person person, Vector4 min, Vector4 max) |
| Arguments |
| person - The person to query.min (out) - Vector4 value to receive the minimum extent.max (out) - Vector4 value to receive the maximum extent. |
| Return Values |
| True if the bounds were retrieved successfully, false if the person is not yet loaded. |
| Description |
| Get the world-space bounds of a person's model. This will reflect the user's clothing choices and height selection. If the person's avatar is not |
| loaded, this function will return false. |
| Examples |
| local min = Vector4.Create () |
| local max = Vector4.Create () |
| if (LocalPlayer.GetPerson():GetWorldBounds(min, max)) then |
| print("Local player avatar is", max:Y() - min:Y(), "metres tall") |
| end |
| See Also |
| � Person.GetLocalBounds |
| Person.HasLock |
| Brief |
| true if the person is locked by the calling Lua environment and false otherwise. |
| Definition |
| boolean Person.HasLock( Person person ) |
| boolean Person.HasLock( Person person , number lockFeatures, boolean any = false ) |
| Arguments |
| person - the person to query.lockFeatures - specific lock features to test to see if they are locked by this lua environmentany - if lockFeatures is |
| specified, then this parameter is used to indicate that if any of the features specified are locked, then return true |
| otherwise will only return true if all the features specified are locked. |
| Return Values |
| true if the person is locked by the calling Lua environment and false otherwise. |
| Description |
| true if the person is locked by the calling Lua environment and false otherwise. |
| Examples |
| if Person.HasLock( person ) == true then |
| Person.DoAction( person, "Clap" ) |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person.IsLocked |
| � Person.DoAction |
| � Person.SetBehavior |
| Person.InterpolatePosition |
| Brief |
| Allows the client to interpolate the position of the person in the frames between successive calls to InterpolatePosition. |
| Definition |
| ! Person.InterpolatePosition( Person person, Vector4 position, Vector4 velocity, number facingAngle, |
| i number timeOffset = 0) |
| Arguments |
| person - the person to interpolate the position onposition - the position to use for the interpolationvelocity - the velocity to use for the |
| interpolationfacinqAnqle - the anqle the person is facinqtimeOffset - the difference in time between the session clocks (in seconds) - if omitted |
| then defaults to 0.0 |
| Return Values |
| None. |
| Description |
| The calling lua environment must have atleast a Transform lock on the person for the call to succeed This call will only work on NPC persons (will |
| throw a Lua error for the the local player person). |
| Examples |
| person:InterpolatePosition( recvdPos, recvdVel, recvdAngle, timeOffset ) |
| See Also |
| � Person.Lock |
| � Person.GetPosition |
| � Person.GetVelocity |
| Person.IsCollision |
| Brief |
| Reports whether the person's collision is enabled. |
| Definition |
| boolean Person.IsCollision( Person person ) |
| Arguments |
| person - the person to query. |
| Return Values |
| true if collision for the player is on and false otherwise. |
| Description |
| Reports whether the person's collision is enabled. |
| Examples |
| ! if Person.IsCollision( person ) then |
| Person.EnableCollision( person, false ) |
| | end |
| See Also |
| � Person.EnableCollision |
| Person.IsLoaded |
| Brief |
| Indicates when a person's avatar is fully loaded and visible. |
| Definition |
| boolean Person.IsLoaded(Person person) |
| Arguments |
| person - The person to query. |
| Return Values |
| True if the person's avatar is fully loaded and ready, or false if still loading or invalid. |
| Description |
| When a person initially enters the scene, their avatar and associated components may still be loading in the background. Some functionality such |
| as locking is not available until the avatar is ready, so this function can be used to query the loading state of the person. If the person object is |
| invalid, this function will return false. |
| Examples |
| if (person:IsValid() and person:IsLoaded()) then |
| if (not person:Lock(PersonLockType.All)) then |
| print("Unable to get lock!") |
| end |
| end |
| See Also |
| � Person.IsValid |
| Person.IsLocked |
| Brief |
| true if the person is locked by any lua environment and false otherwise. |
| Definition |
| ! boolean Person.IsLocked(Person person) |
| Arguments |
| person - the person to query. |
| Return Values |
| true if the person is locked by any lua environment and false otherwise. |
| Description |
| true if the person is locked by any lua environment and false otherwise. |
| Examples |
| if Person.IsLocked( person ) == true and Person.HasLock( person ) == false then |
| print( �Waiting to get the lock' ) |
| | end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person.HasLock |
| � Person.DoAction |
| � Person.SetBehavior |
| Person. IsOnGround |
| Brief |
| Return whether the person is on the ground or not. |
| Definition |
| ! boolean Person.IsOnGround( Person person ) |
| Arguments |
| person - The person to query |
| Return Values |
| true if on the ground, false otherwise. |
| Description |
| Return whether the person is on the ground or not. |
| Examples |
| ! print( Person.IsOnGround( person ) ); |
| See Also |
| � Person.GetGroundllserld |
| Person.IsRigUsingComponent |
| Brief |
| Returns true if the specified object is being used and false otherwise. |
| Definition |
| boolean Person.IsRigUsingComponent( Person person, string objectld ) |
| Arguments |
| person - The person to query.objectld - The object ID to test for its usage. |
| Return Values |
| true if the specified object is being used and false otherwise. |
| Description |
| Returns true if the specified object is being used and false otherwise. Does not require the specified object have have completed its loading for |
| the function to succeed. |
| Examples |
| me = LocalPlayer.GetPerson() |
| smartJacketId = "853B950D-ACF84EE7-920D819B-5A9A6C16" |
| if Person.IsRigUsingComponent( me, smartJacketld ) then |
| accessGranted = true |
| end |
| See Also |
| � LocalPlayer.GetPerson |
| Person.IsValid |
| Brief |
| Returns whether the handle to the person is valid or not. |
| Definition |
| boolean Person.IsValid( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| Returns whether the handle to the person is valid or not. |
| Description |
| Returns whether the handle to the person is valid or not. Invalid persons can be caused if the person leaves the scene while you still have a |
| handle to that person. |
| Examples |
| if Person.IsValid( randomPerson ) == false then |
| person = GetAnotherPerson() |
| | end |
| See Also |
| � Person.Findlnlnstance |
| � Person. IsLoaded |
| Person.IsVisible |
| Brief |
| Return whether the person is visible or not to the user. |
| Definition |
| boolean Person.IsVisible( Person person ) |
| Arguments |
| None |
| Return Values |
| Return whether the person is visible or not |
| Description |
| If a user can see a Person in game this will return true, otherwise false. No lock is required since you are only querying the value. |
| Examples |
| Person.SetVisibile( person, true ); |
| print( Person.IsVisible( person ) ); |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| Person.Lock |
| Brief |
| Locks a combination of the person's animation, collision state, transform, label or chatbubbles so it can be controlled by script rather than network |
| messages or pad input. |
| Definition |
| boolean Person.Lock( Person person, number lockType = nil ) |
| Arguments |
| person - the person to query.lockType - Can be one of the following or nil: |
| PersonLockType. Animation |
| PersonLockType.Transform |
| PersonLockType.Collision |
| PersonLockType. Visibility |
| PersonLockType. Label |
| PersonLockType.ChatBubbles |
| PersonLockType. EmoteMenu |
| PersonLockType. Wardrobe |
| PersonLockType.Default = PersonLockType.Animation + PersonLockType.Transform + PersonLockType.Collision + PersonLockType.Visibility |
| PersonLockType.All - all the lock types together |
| If lockType is nil then PersonLockType.Default is used. |
| Return Values |
| True if the Lua environment was able to obtain the lock (or already has the lock) on the person, otherwise false. |
| Description |
| A Lua error is generated if the lockType passed in aren't one of the possible values above. Lua errors are also generated if |
| PersonLockType.Label or PersonLockType.ChatBubbles is used when not in a minigame which supports it. A lock can only be obtained for |
| people currently joined to the active game, and will be released automatically for all people when the local player quits the game. A script should |
| not rely on this automatic behaviour however, and locks should be explicitly released as soon as they are no longer required. *NB To prevent a |
| delay in character loading causing scripts to fail, always ensure that calls to Person.Lock() return true before using any functions which require a |
| locked character. If the function returns false, wait for a short period and then attempt to lock the character again. This can be performed in a |
| co-routine if necessary. 1.55 Added PersonLockType.Wardrobe. This lock type can only be used on the Local Player person, otherwise a Lua |
| error is thrown. |
| Examples |
| � Example 1, locking specific types. |
| Person.Lock( person, PersonLockType.Transform ) � Locked the transform |
| Person.Lock( person, PersonLockType.Collision ) � Unlocked the transform and now locked the collision |
| Person.Lock( person, PersonLockType.Collision + PersonLockType.Visibility ) � Now additionally locked |
| the visibility |
| � Example 2, locking transform, collision, animation and visibility, |
| if Person.Lock ( person ) then |
| Person.DoAction( person, "clap" ) |
| end |
| See Also |
| � Person.Unlock |
| � Person.IsLocked |
| � Person.HasLock |
| � Person.DoAction |
| � Person.SetBehavior |
| Person.ResetCurrentStatusText |
| Brief |
| Reset the status text to show in the over-head person label. |
| Definition |
| | Person.ResetCurrentStatusText( Person person ) |
| Arguments |
| person - The person to update. |
| Return Values |
| None. |
| Description |
| Reset the status text to show in the over-head person label. |
| Examples |
| me = LocalPlayer.GetPerson() |
| j Person.ResetCurrentStatusText( me ) |
| See Also |
| � LocalPlayer.GetPerson |
| Person.SetAnimReg |
| Brief |
| Sets the value of the specified animation register for the specified person. |
| Definition |
| ! Person.SetAnimReg(Person person, string registerName, number|boolean|string value) |
| Arguments |
| person - person to set the animation register for.registerName - the name of the animation register to set.value - the value to set the register (the |
| type should agree with the register type). |
| Return Values |
| None. |
| Description |
| If the register doesn't exist or does not have Lua write access, or the value type and the register type don't match, then an error will be thrown. |
| Examples |
| person:SetAnimReg("myReg", 0.3) |
| See Also |
| � Person. GetAnimReg |
| Person.SetBehavior |
| Brief |
| Sets the current behavior of the person |
| Definition |
| Person.SetBehavior( Person person, string behaviorName, number unlockPeriodSeconds = 0, boolean |
| snapAnimation = false ) |
| Person.SetBehavior( Person person, string behaviorName, number unlockPeriodSeconds, boolean |
| snapAnimation, number unlockFeatures ) |
| Arguments |
| person - The Person to set the behavior onbehaviorName - The name of the behavior.unlockPeriodSeconds - if great than 0 then the animation |
| lock on the person is automatically released after |
| the period specified has elapsed. Defaults to 0.snapAnimation - if true, then removes blend from previous action/behavior (defaults |
| false)unlockFeatures - only used if the unlockPeriodSeconds parameter is greater than 0. If omitted then defaults to releasing the locks that were |
| set when |
| Person.SetBehavior was called, otherwise will only release the locks specified. |
| Return Values |
| Error code. BehaviorError.None if everything was fine, BehaviorError.Invalid if the behavior cannot be set, BehaviorError.NotReady if the person |
| is not ready for setting the behavior |
| Description |
| The following behaviors Home behaviors are available for use: |
| sitjow |
| sit_mid |
| sit_high |
| sit_low_recline |
| sit_mid_recline |
| standing |
| Additionally, any behaviors defined by the developer within an objects repertoire are available for use by the developer. The animation must be |
| locked by the calling lua environment otherwise a lua error is generated. If the behavior specified isn't recognised, then a lua error is thrown. |
| Examples |
| if Person.HasLock ( person ) == true then |
| Person.SetBehavior( person, "sit_mid" ) |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person. IsLocked |
| Person.HasLock |
| � Person.DoAction |
| Person.SetCurrentStatusText |
| Brief |
| Set the status text to show in the over-head person label. |
| Definition |
| Person.SetCurrentStatusText( Person person, string text, bool persist = false ) |
| Arguments |
| person - The person to update.text - The status text to show in the over-head person label.persist - boolean which determines whether the text is |
| displayed in picture captures. |
| Return Values |
| None. |
| Description |
| Set the status text to show in the over-head person label. The status text is used to indicate an activity that the user is currently partaking in. This |
| function must not be used without first obtaining permission from your RHQ. |
| Examples |
| ! me = LocalPlayer.GetPerson() |
| i Person.SetCurrentStatusText( me, |
| "Racing!" ) |
| See Also |
| None |
| Person.SetLabelText |
| Brief |
| Change the current text label displayed atop the avatar. |
| Definition |
| Person.SetLabelText( Person person, enumeration setting ) |
| Arguments |
| setting - the current setting to use for player labels. |
| PersonLabelText.On |
| PersonLabelText.Off |
| PersonLabelText.Name |
| Return Values |
| None. |
| Description |
| With this function, a script can set the labels above a person to show full labels, just the name, or even switch them off. Please note: In order to |
| use this function, the is_allowed_label_change property in the object's mini_game component must be set to true. |
| Examples |
| local person = LocalPlayer.GetPerson( ); |
| if ( Person.Lock( person, PersonLockType.Label ) == true ) then |
| Person.SetLabelText( person, PersonLabelText.Off ); |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| Person.SetPosition |
| Brief |
| Sets the position of the the person, assuming the calling Lua environment owns the lock (with transformation attribute) |
| Definition |
| SetPosition( Person person, Vector4 position ) |
| Arguments |
| position - the desired world position of the person |
| Return Values |
| None. |
| Description |
| The transform must be locked by the calling lua environment otherwise a lua error is generated. |
| Examples |
| ! Person.SetPosition( person, pos ) |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| Person.SetRotationY |
| Brief |
| Sets the rotation in the (world) Y axis of the person. |
| Definition |
| Person.SetRotationY( Person person, number angle) |
| Arguments |
| person - The Person to set.angle - The world angle in degrees. |
| Return Values |
| None. |
| Description |
| The transform must be locked by the calling lua environment otherwise a lua error is generated. |
| Examples |
| I Person.SetRotationY( person, 180 ) |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| Person.SetVisible |
| Brief |
| Sets the visibility of the the person. |
| Definition |
| ! Person.SetVisible( Person person, boolean enable ) |
| Arguments |
| enable - whether to switch visibility on or off for that person |
| Return Values |
| None. |
| Description |
| Sets the visibility of the the person. The visibility must be locked with visibility attribute PersonLockType.Visibility by the calling lua environment |
| otherwise a lua error is generated. If the person is not valid the call is ignored. |
| Examples |
| I Person.SetVisible( person, false ) |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person.IsLocked |
| � Person.HasLock |
| Person.Unlock |
| Brief |
| Unlocks the features specified on the person. If all features are unlocked, then lock is released, allowing other Lua environments to get a lock. |
| Definition |
| Arguments |
| person - the Person to unlock.unlockFlags - the features to unlock. If 0 is passed in will return false. |
| Return Values |
| A true return value only indicates that the features requested to be unlocked were unlocked, which may mean that other features are still locked |
| and that the person is not yet free to be locked by another calling environment - Use if (Person.HasLock(person, PersonLockType.AII )==false) |
| to verify if lock has been released on the person. 'Return value behaviour has changed for 1.45 - see history for previous behaviour. |
| Description |
| If all features are unlocked, it then allows other lua environments to lock the person. The features are: |
| PersonLockType. Animation |
| PersonLockType.Transform |
| PersonLockType.Collision |
| PersonLockType. Visibility |
| PersonLockType. Label |
| PersonLockType.ChatBubbles |
| PersonLockType. EmoteMenu |
| PersonLockType.Default = PersonLockType.Animation + PersonLockType.Transform + PersonLockType.Collision + PersonLockType.Visibility |
| PersonLockType.AII - all the lock types together |
| Examples |
| Person.Unlock( person , PersonLockType.Animation + PersonLockType.Transform ) |
| See Also |
| � Person.Lock |
| � Person.IsLocked |
| � Person.HasLock |
| � Person.DoAction |
| � Person.SetBehavior |
|
|