| 1.39 LocalPlayer .313 |
| 1.39.1 LocalPlayer.AddRepertoire .313 |
| 1.39.2 LocalPlayer.AddToPlayersMetList.314 |
| 1.39.3 LocalPlayer.DebugRemovePortable .314 |
| 1.39.4 LocalPlayer.DebugSetPortable .315 |
| 1.39.5 LocalPlayer.DoAction .315 |
| 1.39.6 LocalPlayer.EnableAutoFliding .316 |
| 1.39.7 LocalPlayer.GetAccountRegion .317 |
| 1.39.8 LocalPlayer.GetAccountTerritory .317 |
| 1.39.9 LocalPlayer.GetAge .318 |
| 1.39.10 LocalPlayer.GetAvatarRig .318 |
| 1.39.11 LocalPlayer.GetCurrentLogin .319 |
| 1.39.12 LocalPlayer.GetCurrentRegion .320 |
| 1.39.13 LocalPlayer.GetFirstLogin .320 |
| 1.39.14 LocalPlayer.GetFriendCount .321 |
| 1.39.15 LocalPlayer.GetFriends .322 |
| 1.39.16 LocalPlayer.GetFlomeAccountld .322 |
| 1.39.17 LocalPlayer.GetFlomeRegion .323 |
| 1.39.18 LocalPlayer.GetLastLogin .323 |
| 1.39.19 LocalPlayer.GetLoginCount.324 |
| 1.39.20 LocalPlayer.GetPerson .325 |
| 1.39.21 LocalPlayer.GetPersonld .325 |
| 1.39.22 LocalPlayer.GetPreviousUserType .326 |
| 1.39.23 LocalPlayer.GetUser .326 |
| 1.39.24 LocalPlayer.GetUserType .327 |
| 1.39.25 LocalPlayer.lsChatAllowed .328 |
| 1.39.26 LocalPlayer.lsDoingAction.328 |
| 1.39.27 LocalPlayer.lsInWardrobe .329 |
| 1.39.28 Local Player. Relocate .329 |
| 1.39.29 LocalPlayer.RelocateToGroupInstance .330 |
| 1.39.30 LocalPlayer.RelocateToUniquelnstance .331 |
| 1.39.31 LocalPlayer.RemoveRepertoire .331 |
| 1.39.32 Local Player. RestoreAvatar .332 |
| 1.39.33 LocalPlayer.SetAvatarRig .332 |
| 1.39.34 LocalPlayer.SetClothingltems .333 |
| 1.39.35 LocalPlayer.SetRelocateObject .333 |
| 1.39.36 LocalPlayer.SetRigComponentObjectld .334 |
|
|
| LocalPlayer |
| LocalPlayer.AddRepertoire |
| Brief |
| Adds the specified repertoire resource from the object provided, to the local player. The action is replicated across the network, so the remote |
| person will add the repertoire |
| Definition |
| Repertoire LocalPlayer.AddRepertoire( string label, number priority ) |
| Arguments |
| label - the label of the repertoire to add. |
| priority - the priority over existing repertoires already added. The higher the number, the greater |
| the priority. The default repertoire is added with a priority of zero. |
| Return Values |
| Reference to the repertoire resource that was added, or nil if failed to add. |
| Description |
| Examples |
| ! repertoire = LocalPlayer.AddRepertoire( "level1", 0 ) |
| See Also |
| None |
| LocalPlayer.AddToPlayersMetList |
| Brief |
| Add a player to the XMB Players Met List. |
| Definition |
| LocalPlayer.AddToPlayersMetList( string playerName ) |
| Arguments |
| personld - PSN ID of the player to add. |
| Return Values |
| None. |
| Description |
| The player won't be added if they're a Friend, or Blocked, or if they're the Local Player. Also, the player won't be added if they're not currently in |
| the scene. It's advised this function is used sparingly and with care. E.g. if used to add other players in a Mini-game, please limit it to 16. |
| Examples |
| LocalPlayer.AddToPlayersMetList("MyPSNId") |
| See Also |
| None |
| LocalPlayer.DebugRemovePortable |
| Brief |
| Removes the local player's person's active object. |
| Definition |
| LocalPlayer.DebugRemoveActiveObject( string objectld ) |
| Arguments |
| None |
| Return Values |
| None. |
| Description |
| Removes the local player's person's active object. For debug purposes only. |
| Examples |
| ! LocalPlayer.DebugRemoveActiveObject() |
| See Also |
| None |
| LocalPlayer.DebugSetPortable |
| Brief |
| Sets the local player's portable. |
| Definition |
| j LocalPlayer.DebugSetPortable( string objectld ) |
| Arguments |
| objectld - The object ID of the portable. |
| Return Values |
| None. |
| Description |
| Sets the local player's portable. For debug purposes only. |
| Examples |
| j LocalPlayer.DebugSetPortable( "00000000-00000000-00000000-00000001" ) |
| See Also |
| None |
| LocalPlayer.DoAction |
| Brief |
| Makes the local player's avatar perform the specified action. |
| Definition |
| LocalPlayer.DoAction( string actionName ) |
| Arguments |
| actionName - Name of the action to be performed. It can be a custom animation loaded 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" |
| Return Values |
| true if the action was recognised, false otherwise. |
| Description |
| Makes the local player's avatar perform the specified action. |
| Examples |
| LocalPlayer.DoAction( "wave" ) |
| See Also |
| � LocalPlayer. IsDoingAction |
| � LocalPlayer.AddRepertoire |
| LocalPlayer.EnableAutoHiding |
| Brief |
| Enable/Disable the automatic hiding of the LocalPlayer's avatar when the camera gets too close. |
| Definition |
| ! LocalPlayer.EnableAutoHiding( boolean enable ) |
| Arguments |
| enable - false to turn off auto-hiding, or true to re-enable it. |
| Return Values |
| None. |
| Description |
| The client automatically hides the avatar when the camera gets too close, for usability and aesthetic reasons. In certain circumstances it may be |
| advantageous to disable this behavior, such as when creating a first person view. |
| Examples |
| ! LocalPlayer.EnableAutoHiding(false) |
| See Also |
| None |
| LocalPlayer.GetAccountRegion |
| Brief |
| Returns a string representing the PSN account region. |
| Definition |
| I string LocalPlayer.GetAccountRegion() |
| Arguments |
| None |
| Return Values |
| A string representing the PSN account region. |
| Description |
| Returns a string representing the PSN account region. |
| Examples |
| ! if ( LocalPlayer.GetAccountRegion() == "en-GB" ) then |
| print( "I am British!" ) |
| | end |
| See Also |
| � LocalPlayer.GetHomeRegion |
| � LocalPlayer.GetCurrentRegion |
| LocalPlayer.GetAccountTerritory |
| Brief |
| Returns a string representing the PSN account territory. |
| Definition |
| ! string LocalPlayer.GetAccountTerritory() |
| Arguments |
| None |
| Return Values |
| A string representing the PSN account territory. |
| Description |
| Returns a string representing the PSN account territory. Can be one of the following: |
| "SCEE" (Europe) |
| "SCEA" (North America) |
| "SCEJ" (Japan) |
| "SCEAsia" (Rest of Asia) |
| Examples |
| | if ( LocalPlayer.GetAccountTerritory() == "SCEE" ) then |
| print( "I am European!" ) |
| I end |
| See Also |
| � LocalPlayer.GetAccountRegion |
| � System.GetRegionsTerritory |
| LocalPlayer.GetAge |
| Brief |
| Returns the local player's age in years. |
| Definition |
| ! number LocalPlayer.GetAge() |
| Arguments |
| None |
| Return Values |
| The local player's age in years. |
| Description |
| Returns the local player's age in years. If there are any errors (such as being signed out), this will return -1. |
| Examples |
| : print( 'I am ' .. LocalPlayer.GetAge() .. ' year(s) old.' ) |
| See Also |
| None |
| LocalPlayer.GetAvatarRig |
| Brief |
| Returns the rig type (gender) of the LocalPlayer avatar. |
| Definition |
| RigType LocalPlayer.GetAvatarRig() |
| Arguments |
| None |
| Return Values |
| The rig type of the LocalPlayer avatar, as a number from the enumerated type RigType (see description). |
| Description |
| Returns the rig type (gender) of the LocalPlayer avatar, as one of the following values: |
| RigType.Undefined |
| RigType.Male |
| RigType.Female |
| Examples |
| if (LocalPlayer.GetAvatarRig() == RigType.Male) then |
| LocalPlayer.SetRigComponentObjectld(kMaleHatObjectld) |
| else |
| LocalPlayer.SetRigComponentObjectld(kFemaleHatObjectld) |
| end |
| See Also |
| � LocalPlayer.SetAvatarRig |
| LocalPlayer.GetCurrentLogin |
| Brief |
| Returns the date of the current login. |
| Definition |
| bool LocalPlayer.GetCurrentLogin( Time t ) |
| Arguments |
| t - a time value to fill in. |
| Return Values |
| Returns true if the first session date is set and a valid Time object was provided. |
| Description |
| This will return the date/time of the current login. Used to determine how long the user has been online. Note that this value is not guaranteed to |
| be tamper-proof as it is obtained from the user's hard disk; the value should be sanity-checked, and if its accuracy is critically important, should be |
| verified with an external source. |
| Examples |
| j t = Time.Create() |
| i if ( LocalPlayer.GetCurrentLogin( t ) ) |
| print( 'Current login is ' .. Time.GetTime( t ) .. ) |
| See Also |
| � LocalPlayer.GetUserType |
| � LocalPlayer.GetPreviouslIserType |
| � LocalPlayer.GetFirstLogin |
| � LocalPlayer.GetLastLogin |
| � LocalPlayer.GetLoginCount |
| � Time.Create |
| LocalPlayer.GetCurrentRegion |
| Brief |
| Returns a string representing the region of the space that the local player is currently in. |
| Definition |
| 1 string LocalPlayer.GetCurrentRegion() |
| Arguments |
| None |
| Return Values |
| A string representing the current region the local player is in. |
| Description |
| Returns a string representing the region of the space that the local player is currently in. This is one of the PS Home supported regions. |
| Examples |
| ! if ( LocalPlayer.GetCurrentRegion() == "en-US" ) then |
| print( "I am in an American space!" ) |
| | end |
| See Also |
| � LocalPlayer. GetHomeRegion |
| � LocalPlayer.GetAccountRegion |
| LocalPlayer.GetFirstLogin |
| Brief |
| Returns the first login date. |
| Definition |
| ! bool LocalPlayer.GetFirstLogin( Time t ) |
| Arguments |
| t - a time value to fill in. |
| Return Values |
| Returns true if the first session date is set and a valid Time object was provided. |
| Description |
| This will return the date/time of the first login. Login tracking was added for the 1.55 release and therefore this date/time will be dated from this |
| release. Clearing savedata will reset this date. Note that this value is not guaranteed to be tamper-proof as it is obtained from the user's hard disk; |
| the value should be sanity-checked, and if its accuracy is critically important, should be verified with an external source. |
| Examples |
| t = Time.Create() |
| if ( LocalPlayer.GetFirstLogin( t ) ) |
| print( �First login was � .. Time.GetTime( t ) .. ) |
| See Also |
| � LocalPlayer.GetUserType |
| � LocalPlayer.GetPreviousUserType |
| � LocalPlayer.GetLastLogin |
| � LocalPlayer.GetCurrentLogin |
| � LocalPlayer.GetLoginCount |
| � Time.Create |
| LocalPlayer.GetFriendCount |
| Brief |
| Returns the number of friends. |
| Definition |
| ! number LocalPlayer.GetFriendCount() |
| Arguments |
| None |
| Return Values |
| The number of friends. |
| Description |
| Returns the number of friends that the local player has. |
| Examples |
| ! print( �I have � .. LocalPlayer.GetFriendCount() .. � friends.� ) |
| See Also |
| Local Player.GetFriends |
| LocalPlayer.GetFriends |
| Brief |
| Returns an array of friends as User objects. |
| Definition |
| User[] LocalPlayer.GetFriends() |
| Arguments |
| None |
| Return Values |
| An array of User objects |
| Description |
| Returns an array of friends as User objects. |
| Examples |
| friends = LocalPlayer.GetFriends() |
| for index, friend in ipairs ( friends ) do |
| print( User.GetName( friend ) ) |
| end |
| See Also |
| � User.GetName |
| Local Player.GetHomeAccountld |
| Brief |
| Fills in the unique accountld for the player |
| Definition |
| ! LocalPlayer.GetLoginCount() |
| Arguments |
| biglnt - Unique account id to set |
| Return Values |
| None. |
| Description |
| This 32-bit accountld is allocated by the Flome game servers. It is unique and fixed for each account in the current environment. It will not be valid |
| when running offline. The primary use for this function is to acquire a unique 32-bit ID that can be used in the RelocateToUniquelnstance function |
| - allowing you to send the user to a space that is unique to their account. |
| Examples |
| local myAccountld = Biglnt.Create (32) |
| LocalPlayer.GetHomeAccountId( myAccountld ) |
| See Also |
| None |
| LocalPlayer.GetHomeRegion |
| Brief |
| Returns a string representing the local player's PS Home region. |
| Definition |
| string LocalPlayer.GetHomeRegion() |
| Arguments |
| None |
| Return Values |
| A string representing the PS Home region. |
| Description |
| Returns a string representing the local player's PS Home region. The account region is remapped into a supported PS Home region as PS Home |
| does not support all regions. |
| Examples |
| ! if ( LocalPlayer.GetHomeRegion() == "en-GB" ) then |
| print( "My PSN account region is mapped to British in PS Home!" ) |
| | end |
| See Also |
| � LocalPlayer.GetHomeRegion |
| � LocalPlayer. GetCurrentRegion |
| Local Player.GetLastLogin |
| Brief |
| Returns the last login date. |
| Definition |
| bool LocalPlayer.GetLastLogin( Time t ) |
| Arguments |
| t - a time value to fill in. |
| Return Values |
| Returns true if the last session date is set and a valid Time object was provided. Note that this |
| value is not guaranteed to be tamper-proof as it is obtained from the user's hard disk; the value |
| should be sanity-checked, and if its accuracy is critically important, should be verified with an |
| external source. |
| Description |
| This will return the date/time of the last login. |
| Examples |
| t = Time.Create() |
| if ( LocalPlayer.GetLastLogin( t ) ) |
| print( 'Lost login was ' .. Time.GetTime( t ) .. ) |
| See Also |
| � LocalPlayer. GetUserType |
| � LocalPlayer.GetPreviousUserType |
| � LocalPlayer.GetFirstLogin |
| � LocalPlayer. GetCurrentLogin |
| � LocalPlayer.GetLoginCount |
| � Time.Create |
| LocalPlayer.GetLoginCount |
| Brief |
| Returns the total number of sessions for the user. |
| Definition |
| number LocalPlayer.GetLoginCount() |
| Arguments |
| None. |
| Return Values |
| number - The number of sessions |
| Description |
| The total number of previous sessions the user has logged in. A new user will have a value of 0. Login tracking was added for the 1.55 release |
| and therefore this count will be since this release. Note that this value is not guaranteed to be tamper-proof as it is obtained from the user's hard |
| disk; the value should be sanity-checked, and if its accuracy is critically important, should be verified with an external source. Clearing savedata |
| will reset this count. |
| Examples |
| print( �Number of logins: ' .. LocalPlayer.GetLoginCount() ) |
| See Also |
| � LocalPlayer.GetPreviousUserType |
| � LocalPlayer.GetFirstLogin |
| � LocalPlayer.GetLastLogin |
| � LocalPlayer.GetCurrentLogin |
| LocalPlayer.GetPerson |
| Brief |
| Returns the person object of the local player. |
| Definition |
| j Person LocalPlayer.GetPerson() |
| Arguments |
| None. |
| Return Values |
| Returns the person object of the local player. |
| Description |
| Returns the person object of the local player. |
| Examples |
| ! me = LocalPlayer.GetPerson() |
| See Also |
| None |
| LocalPlayer.GetPersonld |
| Brief |
| Returns the local player's person ID. |
| Definition |
| ! string LocalPlayer.GetPersonld() |
| Arguments |
| None |
| Return Values |
| The local player's person ID. |
| Description |
| Returns the local player's person ID. See Person.GetPersonld for more information on person IDs. This will return the same result as |
| Local Player.GetPerson():Getld(). |
| Examples |
| print( 'My person ID is ' ... LocalPlayer.GetPersonld() ) |
| See Also |
| LocalPlayer.GetPreviousUserType |
| Brief |
| Returns the user type from the previous login. |
| Definition |
| UserType LocalPlayer.GetPreviousUserType() |
| Arguments |
| None. |
| Return Values |
| One of the following user types |
| UserType.New - This is a new user |
| UserType.Returning - An old user who has returned |
| UserTYpe.Regular - A returning frequent user |
| UserType.Unknown - An unknown user type |
| Description |
| Returns the previous session's user type. This can be used to find out if the user type has just changed. |
| Examples |
| if ( LocalPlayer.GetUserType() ~= LocalPlayer.GetPrevousUserType() ) |
| print( 'User type has changed this session' ) |
| See Also |
| � LocalPlayer.GetUserType |
| � LocalPlayer.GetFirstLogin |
| � LocalPlayer.GetLastLogin |
| � LocalPlayer.GetCurrentLogin |
| � LocalPlayer.GetLoginCount |
| LocalPlayer.GetUser |
| Brief |
| Returns the user object of the local player. |
| Definition |
| User LocalPlayer.GetUser() |
| Arguments |
| None |
| Return Values |
| Returns the user object of the local player. |
| Description |
| Returns the user object of the local player. |
| Examples |
| ! me = LocalPlayer.GetUser() |
| See Also |
| None |
| LocalPlayer.GetUserType |
| Brief |
| Returns the active user type. |
| Definition |
| ! UserType LocalPlayer.GetUserType () |
| Arguments |
| None. |
| Return Values |
| One of the following user types |
| UserType.New - This is a new user |
| UserType.Returning - An old user who has returned |
| UserTYpe.Regular - A returning frequent user |
| UserType.Unknown - An unknown user type |
| Description |
| Returns the current type of user logged in. |
| Examples |
| if ( LocalPlayer.GetUserType() == UserType.New ) |
| print ( �New user' ) |
| See Also |
| Local Player.GetPreviousUserType |
| � LocalPlayer.GetFirstLogin |
| � LocalPlayer.GetLastLogin |
| � LocalPlayer.GetCurrentLogin |
| � LocalPlayer.GetLoginCount |
| Local Player.IsChatAllowed |
| Brief |
| Returns true if the local player is not allowed to chat. |
| Definition |
| j boolean LocalPlayer.IsChatAllowed() |
| Arguments |
| None. |
| Return Values |
| True if the local player is not allowed to chat, or false otherwise. |
| Description |
| If the local player is not allowed to chat, they're unable to send or receive any Text Chat, or use the Voice Comms in any way. |
| Examples |
| ! if (not LocalPlayer.IsChatAllowed()) |
| DoNormalUpdate() |
| j end |
| See Also |
| None |
| LocalPlayer.lsDoingAction |
| Brief |
| Returns true if the Local Person is currently performing an action. |
| Definition |
| ! boolean LocalPlayer.IsDoingAction( boolean nonlnterruptable = true ) |
| Arguments |
| nonlnterruptable - If true, only return true if the current action is not interruptable (defaults to true). |
| Return Values |
| Returns true if the Local Person is currently performing an action. |
| Description |
| Returns true if the Local Person is currently performing an action. An action is a non repeating animation, such as the action "wave". |
| Examples |
| ! print( LocalPlayer.IsDoingAction() ) |
| See Also |
| � Local Player. DoAction |
| LocalPlayer.lsInWardrobe |
| Brief |
| Returns true if the local player is currently located in the wardrobe. |
| Definition |
| ! boolean LocalPlayer.IsInWardrobe() |
| Arguments |
| None. |
| Return Values |
| True if the local player is in the wardrobe, or false otherwise. |
| Description |
| Returns true if the local player is currently located in the wardrobe. |
| Examples |
| ! if (not LocalPlayer.IsInWardrobe()) |
| DoNormalUpdate() |
| | end |
| See Also |
| None |
| LocalPlayer.Relocate |
| Brief |
| Relocates the local player to the specified scene. |
| Definition |
| LocalPlayer.Relocate( string sceneName, number instanceParam = 0, number valueParam = 0, string |
| spawnFrom = nil ) |
| Arguments |
| sceneName - The name of the scene as specified in the scene list.instanceParam - Controls the creation of different instances of the same scene |
| (Optional - defaults to 0)valueParam - Specifies a value parameter that can be read by a script when the player has relocated to the new scene |
| (Optional - defaults to -1)spawnFrom - [ Optional ] Specifies the scene name that will be used to choose the spawn location in the destination |
| scene |
| Return Values |
| true if the destination scene name was recognised and the relocation process triggered, false if not |
| Description |
| Relocates the local player to the specified scene. Note that the relocation process is asynchronous, the user will continue to be considered |
| present in the scene and joined to a minigame if applicable until the scene transition occurs. Therefore, expect that your script will continue to |
| execute for some time after this call until the relocation has occurred. The following fixed scene names are also available: |
| BasicApartment - Harbour Studio |
| DEFAULT_APARTMENT - The user's default apartment |
| Examples |
| if PlayerHasUnlockedTheDoor() then |
| LocalPlayer.Relocate( 'Secret_Room' ) |
| end |
| See Also |
| � LocalPlayer.SetRelocateObject |
| LocalPlayer.RelocateToGroupInstance |
| Brief |
| Relocates the local player to a group instance of the specified scene. |
| Definition |
| LocalPlayer.RelocateToGroupInstance( string sceneName, number valueParam = nil ) |
| Arguments |
| sceneName - The name of the scene as specified in the scene list.j optional ] valueParam - A number that can be queried by the destination |
| scene. |
| Return Values |
| True if the destination scene name was recognized and the relocation process triggered, false if not. |
| Description |
| Relocates the local player to a group instance of the specified scene. Note that the relocation process is asynchronous, the user will continue to |
| be considered present in the scene and joined to a minigame if applicable until the scene transition occurs. Therefore, expect that your script will |
| continue to execute for some time after this call until the relocation has occurred. |
| Examples |
| See Also |
| � Local Player. Relocate |
| � LocalPlayer.RelocateToUniquelnstance |
| LocalPlayer.RelocateTollniquelnstance |
| Brief |
| Relocates the local player a unique instance of the specified scene. |
| Definition |
| LocalPlayer.RelocateToUniquelnstance( number instancelD, string sceneName ) |
| Arguments |
| instancelD - Unique ID number of the scene (1 - 65535)sceneName - The name of the scene as specified in the scene list.[ optional ] valueParam |
| - A number that can be queried by the destination scene |
| Return Values |
| true if the destination scene name was recognised and the relocation process triggered, false if not |
| Description |
| Relocates the local player to the specified scene. Note that the relocation process is asynchronous, the user will continue to be considered |
| present in the scene and joined to a minigame if applicable until the scene transition occurs. Therefore, expect that your script will continue to |
| execute for some time after this call until the relocation has occurred. RelocateToUniquelnstance differs from the standard Relocate method with |
| an InstanceParam in 2 ways : 1) There will only ever be one instance of a scene with a particular UID. (If it is full, users will be denied access then |
| returned to a new instance of their current location) 2) It is handled more efficiently on Home's backend (and hence is the preferred method for |
| creating custom scene instances) |
| Examples |
| if PlayerHasSelectedPrivateSession() then |
| SessionUID = 500 |
| LocalPlayer.RelocateToUniquelnstance( SessionUID, , Game_Room' ) |
| end |
| See Also |
| � Local Player. Relocate |
| LocalPlayer.RemoveRepertoire |
| Brief |
| Removes the specified repertoire (by label) from the player |
| Definition |
| Repertoire LocalPlayer.RemoveRepertoire( string label ) |
| Arguments |
| label - the label of the repertoire to remove. |
| Return Values |
| none |
| Description |
| Examples |
| ! LocalPlayer.RemoveRepertoire( "levell" ) |
| See Also |
| None |
| LocalPlayer.RestoreAvatar |
| Brief |
| Returns the avatar (clothing items and rig) to the last user selection made within the wardrobe. |
| Definition |
| ! LocalPlayer.RestoreAvatar() |
| Arguments |
| None |
| Return Values |
| None. |
| Description |
| This method can only be used if the calling Lua environment has obtained the PersonLockType.Wardrobe lock, otherwise a lua error is thrown. |
| Examples |
| ! LocalPlayer.RestoreAvatar() |
| See Also |
| � LocalPlayer.SetAvatarRig |
| � LocalPlayer.SetRigComponentObjectld |
| � Person.Lock |
| � Person.Unlock |
| LocalPlayer.SetAvatarRig |
| Brief |
| Set the avatar rig type (gender). |
| Definition |
| ! boolean LocalPlayer.SetAvatarRig(RigType rigType) |
| Arguments |
| rigType - The rig type to change to (see description). |
| Return Values |
| True if able to change the rig (avatar is fully loaded and ready), otherwise false. |
| Description |
| Set the avatar rig type (gender) to one of the following values: |
| RigType.Male |
| RigType.Female Note that this function should be used with caution, and only with the user's consent. |
| Examples |
| LocalPlayer.SetAvatarRig(RigType.Male) |
| See Also |
| � LocalPlayer.GetAvatarRig |
| � Person.IsLoaded |
| LocalPlayer.SetClothingltems |
| Brief |
| Sets the clothing items on the player in one call |
| Definition |
| LocalPlayer.SetClothingltems( args ) |
| Arguments |
| args - a table that contains the command arguments, the fields recognised are: |
| components [ table ] - a table of strings, each representing a component for the avatar to equip |
| Return Values |
| none |
| Description |
| the script must have the lock PersonLockType.Wardrobe, on the LocalPlayer person, before setting clothing items, otherwise a lua error be |
| thrown. |
| Examples |
| local components = {} |
| table.insert(components, "00000000-00000000-00000000-01010034") |
| table.insert(components, "00000000-00000000-00000000-01020001") |
| table.insert(components, "00000000-00000000-00000000-01030009") |
| local setting = { components = components } |
| LocalPlayer.SetClothingltems( setting ); |
| See Also |
| None |
| LocalPlayer.SetRelocateObject |
| Brief |
| Sets the optional objectld that can be used to script the relocation process from one scene to another |
| Definition |
| LocalPlayer.SetRelocateObject( string objectld, number mode = 0 ) |
| Arguments |
| objectld - The Id of the object to usemode - The scripted relocation mode. Default 0 means the relocation script is activated once the download of |
| the |
| destination scene has completed. |
| Mode 1 means the relocate script is started without first confirming the scene download (the scene_transition |
| object will need to handle the scene download) |
| Return Values |
| none |
| Description |
| Examples |
| LocalPlayer.SetRelocateObject( "12345678-12345678-12345678-12345678", 0 ) |
| See Also |
| � Local Player. Relocate |
| LocalPlayer.SetRigComponentObjectld |
| Brief |
| Sets the rig's component to the specified object. |
| Definition |
| LocalPlayer.SetRigComponentObjectld( string objectld, string componentType ) |
| Arguments |
| objectld - The object ID for the component.componentType - The type of the rig component to set. Can be one of the following: |
| "Hair� |
| "Tors" |
| "Hands" |
| "Legs" |
| "Feet" |
| *NB This param is ignored now (1.35 and later) - works out what the componentType is when the object is loaded... |
| Return Values |
| true if successful, else false. (Will fail if the player is not ready, ie has not yet been allocated its memory slot) |
| Description |
| Sets the rig's component to the specified object. From 1.55, the script must have the lock PersonLockType.Wardrobe, on the LocalPlayer person, |
| before setting clothing items, otherwise a lua error be thrown. The call may fail if the avatar is not in a state to accept new clothing components. |
| Examples |
| LocalPlayer.SetRigComponentObjectld( jacketObjectId, 'Tors� ) |
| See Also |
| � Person.Lock |
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