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mini update

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  1. DEV/1.86 Docs/Libraries/Scene.txt +717 -0
  2. MEDIA/ARCHIVE/apollo.dl.playstation.net/cdn/EP0555/NPEB00286_00/59HDUQVxDjSUtyPQ8j7c7XHwZPKoooZz.png +3 -0
  3. MEDIA/ARCHIVE/game2.hellfiregames.com/Postcards/CheneNickel07.1012594.jpg +3 -0
  4. MEDIA/ARCHIVE/game2.hellfiregames.com/Postcards/SILVIA242.302879-17.jpg +3 -0
  5. MEDIA/ARCHIVE/game2.hellfiregames.com/Postcards/aiacosblack.1005777.jpg +3 -0
  6. MEDIA/ARCHIVE/game2.hellfiregames.com/Postcards/iBrianxx1.1012672.jpg +3 -0
  7. MEDIA/ARCHIVE/game2.hellfiregames.com/Postcards/malakaiince14.1000897.jpg +3 -0
  8. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Chaotic_World.mp3 +3 -0
  9. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Chaotic_World.mp4 +3 -0
  10. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Chaotic_World_v2.mp3 +3 -0
  11. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Force_for_Order.mp3 +3 -0
  12. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Force_for_Order.mp4 +3 -0
  13. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Force_for_Order_v2.mp3 +3 -0
  14. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Defense_Industry.mp3 +3 -0
  15. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Defense_Industry.mp4 +3 -0
  16. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Laser_Precision.mp3 +3 -0
  17. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Raven_Global_Conflict.mp3 +3 -0
  18. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Raven_Global_Conflict.mp4 +3 -0
  19. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Raven_Shadow_War.mp3 +3 -0
  20. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Raven_Theme.mp3 +3 -0
  21. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Raven_Theme.mp4 +3 -0
  22. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-The_Battlefield_of_Tomorrow.mp3 +3 -0
  23. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-A_New_Dawn.mp3 +3 -0
  24. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-All_That_Remains.mp3 +3 -0
  25. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Incision.mp3 +3 -0
  26. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Overkill.mp3 +3 -0
  27. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Global_Conflict.mp3 +3 -0
  28. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Global_Conflict.mp4 +3 -0
  29. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Global_Conflict_v2.mp3 +3 -0
  30. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Shadow_War.mp3 +3 -0
  31. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Theme.mp3 +3 -0
  32. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Theme.mp4 +3 -0
  33. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Survival_and_Rebellion.mp3 +3 -0
  34. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Survival_and_Rebellion.mp4 +3 -0
  35. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Survival_and_Rebellion_v2.mp3 +3 -0
  36. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Crushing_Heel_of_Tyranny.mp3 +3 -0
  37. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Crushing_Heel_of_Tyranny.mp4 +3 -0
  38. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Crushing_Heel_of_Tyranny_v2.mp3 +3 -0
  39. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Fire_Within.mp3 +3 -0
  40. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Fire_Within.mp4 +3 -0
  41. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Fire_Within_v2.mp3 +3 -0
  42. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Two_Hundred_Fifty_Six.mp3 +3 -0
  43. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-A_Soldiers_Pride.mp3 +3 -0
  44. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-A_Soldiers_Pride.mp4 +3 -0
  45. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-A_Soldiers_Pride_v2.mp3 +3 -0
  46. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-Another_Day.mp3 +3 -0
  47. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-Day_In_And_Day_Out.mp3 +3 -0
  48. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-Day_In_And_Day_Out.mp4 +3 -0
  49. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-For_Glory.mp3 +3 -0
  50. MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-For_Glory.mp4 +3 -0
DEV/1.86 Docs/Libraries/Scene.txt ADDED
@@ -0,0 +1,717 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ 1.76 Scene .650
2
+ 1.76.1 Scene.FindEntity .650
3
+ 1.76.2 Scene.FindScreen .651
4
+ 1.76.3 Scene.FindTriggerVolume .651
5
+ 1.76.4 Scene.GetGraphicsEngineParam .652
6
+ 1.76.5 Scene.Getlnstanceld .653
7
+ 1.76.6 Scene.GetLaunchParam .653
8
+ 1.76.7 Scene.GetLayerCollisionDefault .654
9
+ 1.76.8 Scene.GetListenerObjects .654
10
+ 1.76.9 Scene.GetMaxSaveDataSize .655
11
+ 1.76.10 Scene.GetSaveDataPermission .656
12
+ 1.76.11 Scene. GetStartupInstanceParam .656
13
+ 1.76.12 Scene.GetStartupValueParam .657
14
+ 1.76.13 Scene.GetVirtualObject .658
15
+ 1.76.14 Scene.IsLoading .658
16
+ 1.76.15 Scene.IsLoadingObjects .659
17
+ 1.76.16 Scene.IsSaveDataBusy .659
18
+ 1.76.17 Scene.LoadData .660
19
+ 1.76.18 Scene.LockPadControls .661
20
+ 1.76.19 Scene.OverrideAvatarCloseUpCamAspect .661
21
+ 1.76.20 Scene.OverrideAvatarCloseUpCamFov .662
22
+ 1.76.21 Scene. OverrideAvatarCloseUpCamZFar .663
23
+ 1.76.22 Scene.OverrideAvatarCloseUpCamZNear .663
24
+ 1.76.23 Scene.OverrideAvatarStandardCamAspect .664
25
+ 1.76.24 Scene.OverrideAvatarStandardCamFov .665
26
+ 1.76.25 Scene.OverrideAvatarStandardCamZFar .665
27
+ 1.76.26 Scene.OverrideAvatarStandardCamZNear .666
28
+ 1.76.27 Scene.ResetAvatarCamOverrides .667
29
+ 1.76.28 Scene.SaveData .667
30
+ 1.76.29 Scene.SetGraphicsEngineParam .668
31
+ 1.76.30 Scene.SetLayerCollisionDefault .669
32
+ 1.76.31 Scene.SetLightProbeData .669
33
+ 1.76.32 Scene.SetLightProbeTransform .670
34
+
35
+ Scene
36
+ Scene.FindEntity
37
+ Brief
38
+ Finds an entity that was created from the scene
39
+ Definition
40
+ Entity Scene.FindEntity( string name )
41
+ Arguments
42
+ name - The name of the entity as set in the HDK's Scene Editor application.
43
+ Return Values
44
+ The entity if it is found and nil otherwise.
45
+ Description
46
+ Finds an entity that was created from the scene, (i.e. one added to the world as part of the .scene file)
47
+ Examples
48
+ ! anotherDancingMonkey = Scene.FindEntity( "DancingMonkey342" )
49
+ i Entity.SetAnim( anotherDancingMonkey, "monkey_excited" )
50
+ See Also
51
+ Scene.FindScreen
52
+ Brief
53
+ Finds a screen in the active scene.
54
+ Definition
55
+ Screen Scene.FindScreen( string name )
56
+ Arguments
57
+ name - The name of the screen as set in the FIDK's Scene Editor application.
58
+ Return Values
59
+ The screen matching the specified name or nil if the screen is not found.
60
+ Description
61
+ Finds a screen in the active scene.
62
+ Examples
63
+ screen = Scene.FindScreen( "MyVideoScreen" )
64
+ if screen ~= nil then
65
+ Screen.SetContent( screen, "http://www.example.com/myvideo.mp4" )
66
+ end
67
+ See Also
68
+ � Screen.SetContent
69
+ Scene.FindTriggerVolume
70
+ Brief
71
+ Finds a trigger volume that was created from the scene
72
+ Definition
73
+ ! TriggerVolume Scene.FindTriggerVolume( string name )
74
+ Arguments
75
+ name - The name of the trigger volume as set in the HDK's Scene Editor application.
76
+ Return Values
77
+ The trigger volume if it is found and nil otherwise.
78
+ Description
79
+ Finds a trigger volume that was created from the scene, (i.e. one added to the world as part of the .scene file)
80
+ Examples
81
+ trigVol = Scene.FindTriggerVolume( "sceneTriggerVolumel" )
82
+ TriggerVolume.AddCallback( trigVol, MySceneTriggerVolumeCallback )
83
+ See Also
84
+ � TriggerVolume.AddCallback
85
+ Scene.GetGraphicsEngineParam
86
+ Brief
87
+ Get the value of a parameter from the graphics engine.
88
+ Definition
89
+ Scene.GetGraphicsEngineParam(paramName)
90
+ Arguments
91
+ paramName - a valid graphics engine param name. Valid values are:
92
+ GraphicsEngine.ShadowEnable
93
+ GraphicsEngine.ShadowQuality
94
+ GraphicsEngine.SunlightColor
95
+ GraphicsEngine.SunlightDir
96
+ GraphicsEngine.ColorBalance
97
+ GraphicsEngine.Saturation
98
+ GraphicsEngine.Contrast
99
+ GraphicsEngine.ShadowPlaneDistance
100
+ GraphicsEngine.ShadowPlaneMultiplier
101
+ GraphicsEngine.ShadowPlaneCount
102
+ GraphicsEngine.ShadowDarkness
103
+ GraphicsEngine. AlphaSortEnable
104
+ GraphicsEngine. LightProbeTint
105
+ GraphicsEngine.GlowType
106
+ GraphicsEngine.GlowColor
107
+ GraphicsEngine. GlowBlendMode
108
+ Return Values
109
+ The current value of the graphics engine parameter in question.
110
+ Description
111
+ For details of the types returned by this function, see Scene.SetGraphicsEngineParam.
112
+ Examples
113
+ print(Scene.GetGraphicsEngineParam(GraphicsEngine.SunlightColor)) � output is "[1.64, 1.52, 1.08, 0]
114
+ i print(Scene.GetGraphicsEngineParam(GraphicsEngine.ShadowEnable)) � output is "true"
115
+ See Also
116
+ � Scene.SetGraphicsEngineParam
117
+ Scene.Getlnstanceld
118
+ Brief
119
+ Returns a unique id for the scene instance the user is currently in
120
+ Definition
121
+ ! string Scene.GetInstanceld()
122
+ Arguments
123
+ None.
124
+ Return Values
125
+ string - The unique scene instance id
126
+ Description
127
+ Returns a unique id for the scene instance the user is currently in
128
+ Examples
129
+ ! scenelnstaceld = Scene.GetInstanceld()
130
+ See Also
131
+ None
132
+ Scene.GetLaunchParam
133
+ Brief
134
+ Returns one of the text parameters that may have been passed to PS Plome when launched.
135
+ Definition
136
+ ! string Scene.GetLaunchParam( number index = 1 )
137
+ Arguments
138
+ index - index of the parameter to fetch (1-16).
139
+ Return Values
140
+ The indexed string that PS Home was launched with, or "none" if none.
141
+ Description
142
+ This function allows your script to query optional values passed to Home through a configuration file either set up by SCE regional teams or
143
+ generated from a game launched by Home. This allows you to gamelaunch from Home into your external title, then when the user selects to
144
+ return to PS Home they are directed to different spaces depending on whether they won or lost (for instance). Note that these values are only
145
+ valid in the first scene the user enters after returning to Home. See external documentation for more details on setting up this system.
146
+ Examples
147
+ param = Scene.GetLaunchParam( 1 )
148
+ if ( param ~= "none" ) then
149
+ if ( param == "winner" ) then � custom string passed to PS Home by title
150
+ print("You won!")
151
+ else
152
+ print("You lost.")
153
+ end
154
+ end
155
+ See Also
156
+ None
157
+ Scene.GetLayerCollisionDefault
158
+ Brief
159
+ Query the default enabledness of collision detection between collision of the specified layers.
160
+ Definition
161
+ boolean Scene.GetLayerCollisionDefault( enum layerA, enum layerB )
162
+ Arguments
163
+ layerA - The first layer.layerB - The second layer.
164
+ Return Values
165
+ true if collision detection is enabled by default, false otherwise.
166
+ Description
167
+ Query the default enabledness of collision detection between collision of the specified layers.
168
+ Examples
169
+ ! print( Scene.GetLayerCollisionDefault( CollisionLayer.Userl, CollisionLayer.FurniturePlacement ) )
170
+ See Also
171
+ � Scene.SetLayerCollisionDefault
172
+ Scene.GetListenerObjects
173
+ Brief
174
+ Returns an array of scene objects that are listening for data.
175
+ Definition
176
+ Object[] Scene.GetListenerObjects( number startIndex = 1, number maxCount = -1 )
177
+ Arguments
178
+ startlndex - The position to start from. Previous indices are not added to the results.maxCount - The maximum size the results array can be.
179
+ Return Values
180
+ A table of Object instances.
181
+ Description
182
+ Returns an array of scene objects that are listening for data.
183
+ Examples
184
+ sceneListenerObjects = Scene.GetListenerObjects()
185
+ t = { letters={ "a", "b", "c" }, type="letter_message" }
186
+ for i, sceneListenerObject in ipairs( sceneListenerObjects ) do
187
+ resultl, result2, result3 = Object.SendListenerData( sceneListenerObject, t )
188
+ end
189
+ See Also
190
+ None
191
+ Scene.GetMaxSaveDataSize
192
+ Brief
193
+ Indicates the maximum size in bytes of the available save data storage area.
194
+ Definition
195
+ ! number Scene.GetMaxSaveDataSize()
196
+ Arguments
197
+ None
198
+ Return Values
199
+ The maximum size in bytes of the save data storage area.
200
+ Description
201
+ This function will return the maximum size in bytes of the available save data storage area. This number will never decrease. The number is valid
202
+ only if the scene has save data access.
203
+ Examples
204
+ local access = Scene.GetSaveDataPermission()
205
+ i if access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy() then
206
+ me = MemoryContainer.Create( Scene.GetMaxSaveDataSize() )
207
+ � modify container here
208
+ Scene.SaveData( me )
209
+ j end
210
+ L_I
211
+ See Also
212
+ None
213
+ Scene.GetSaveDataPermission
214
+ Brief
215
+ Obtain the level of save data access available to the current user in this scene.
216
+ Definition
217
+ SaveDataPermission Scene.GetSaveDataPermission()
218
+ Arguments
219
+ None
220
+ Return Values
221
+ A permission level (see details).
222
+ Description
223
+ Some scenes (currently personal spaces and clubhouses) provide the ability for a script to save data. Public scenes will not provide this ability.
224
+ Only the owner or club leader is currently able to read or write the save data, so the Readonly permission level below is not yet available. This
225
+ function will return the save data access level for the current user in the current scene, from the following values:
226
+ SaveDataPermission.None
227
+ SaveDataPermission. Readonly
228
+ SaveDataPermission. ReadWrite
229
+ For convenience these values can also be compared in the expected order (see example). Note that the save data system may also temporarily
230
+ be busy, even if the user has permission. This can be checked with the IsSaveDataBusy function.
231
+ Examples
232
+ local access = Scene.GetSaveDataPermission()
233
+ if (access > SaveDataPermission.None and not Scene.IsSaveDataBusy()) then
234
+ Scene.LoadData(memContainer)
235
+ end
236
+ See Also
237
+ � Scene.IsSaveDataBusy
238
+ Scene.GetStartupInstanceParam
239
+ Brief
240
+ Returns the Instance parameter that was passed to the scene when it was initialised
241
+ Definition
242
+ number Scene.GetStartupInstanceParam()
243
+ Arguments
244
+ None.
245
+ Return Values
246
+ number - The Instance parameter that the scene was started with
247
+ Description
248
+ When the user is relocated to a new scene (either by using a relocate region placed in another scene, or by the Local Player. Relocate function),
249
+ an optional 'instance' parameter can be passed. The instance parameter is used to create different instances of the scene, and can then be
250
+ queried by the destination scene's scene script to change the behaviour in this new instance of the scene. For example, you might have a 'lobby'
251
+ scene and a 'game-room' scene connected to it. When the user chooses to move from the lobby to the game-room, the lobby's script might decide
252
+ (for instance), to send all European users to game-room instance 1, and all US users to game-room instance 2. European users would all appear
253
+ in one set of instances of the game-room, US users would all appear in another set of instances of the game-room. The game-room script could
254
+ then use this function to determine if the current instance is a European or US one and change behaviour appropriately.
255
+ Examples
256
+ param = Scene.GetStartupInstanceParam()
257
+ See Also
258
+ Scene.GetStartupValueParam
259
+ Brief
260
+ Returns the value parameter that was passed to the scene when it was initialised
261
+ Definition
262
+ number Scene.GetStartupValueParam()
263
+ Arguments
264
+ None.
265
+ Return Values
266
+ number - The value parameter that the scene was started with
267
+ Description
268
+ The value parameter is usually derived from relocation regions in the scene editor, e.g. You might have one scene that has 2 doorways leading to
269
+ copies of the same scene When placing the relocation region for the doorways, you add the name of the scene the doorways lead to and
270
+ (optionally) a value and text parameter. Hence, the first doorway could lead to space B with value parameter 1, and the second doorway could
271
+ lead to space B with value parameter 2. The scene script in space B could then use this function to, for instance, set different screen content
272
+ depending on which doorway the user came through. Note that users entering the same scene will see other users in that scene, even though
273
+ they might have entered with a different value parameter To create separate instances of the scene controlled by parameter, see
274
+ Scene.GetStartuplnstanceParam()
275
+ Examples
276
+ param = Scene.GetStartupValueParam()
277
+ See Also
278
+ Scene.GetVirtualObject
279
+ Brief
280
+ Returns the current scene's virtual Object and nil if not present.
281
+ Definition
282
+ Object Scene.GetVirtualObject()
283
+ Arguments
284
+ None
285
+ Return Values
286
+ the current scene's virtual Object and nil if not present.
287
+ Description
288
+ Returns the current scene's virtual Object and nil if not present.
289
+ Examples
290
+ sceneObject = Scene.GetVirtualObject()
291
+ t = { letters={ "a", "b", "c" }, type="letter_message" }
292
+ results = Object.SendListenerData( sceneObject, t )
293
+ See Also
294
+ None
295
+ Scene.IsLoading
296
+ Brief
297
+ Indicates if current scene is currently loading.
298
+ Definition
299
+ boolean Scene.IsLoading()
300
+ Arguments
301
+ None
302
+ Return Values
303
+ True if a scene is currently loading or false if fully loaded.
304
+ Description
305
+ A scene is considered loaded once the scene itself and all objects marked as load before spawn are loaded, and the local player is spawned.
306
+ Object and scene scripts will start to run before a scene is fully loaded, this is by design as it allows background loading to continue where
307
+ necessary. If a script wishes to disable certain functionality while the scene is still loading, this function can be used to identify this state. Note that
308
+ scene objects not marked as load before spawn will continue to load after this function returns true; to detect this state use
309
+ Scene. IsLoadingObjects.
310
+ Examples
311
+ if (Scene.IsLoading()) then
312
+ g_canStartGame = false � disallow playing a game until scene is loaded
313
+ end
314
+ See Also
315
+ � Scene. IsLoadingObjects
316
+ Scene.IsLoadingObjects
317
+ Brief
318
+ Indicates if current scene is currently loading scene objects.
319
+ Definition
320
+ boolean Scene.IsLoadingObjects()
321
+ Arguments
322
+ None
323
+ Return Values
324
+ True if a scene is currently loading scene objects or false if all scene objects are loaded.
325
+ Description
326
+ A scene is considered loaded once the scene itself and all objects marked as load before spawn are loaded, and the local player is spawned.
327
+ Scene objects not marked as load before spawn will however continue to be downloaded after this point. This function will return true while there
328
+ are still scene objects downloading and loading in the scene, and will only return false when all scene objects are loaded and active. If you only
329
+ wish to detect when the scene and local player and all load before spawn objects are loaded, use Scene.IsLoading.
330
+ Examples
331
+ if (g_isLoading and not Scene.IsLoadingObjects()) then
332
+ g_isLoading = false
333
+ SendListenerDataToAllObjects() � user function
334
+ end
335
+ See Also
336
+ � Scene.IsLoading
337
+ Scene.lsSaveDataBusy
338
+ Brief
339
+ Returns true if the save data system is currently busy indicating a save data request would fail.
340
+ Definition
341
+ boolean Scene.IsSaveDataBusy()
342
+ Arguments
343
+ None
344
+ Return Values
345
+ true if the save data system is busy and false otherwise.
346
+ Description
347
+ This function is only useful if the user has save data access (see GetSaveDataPermission). If this function returns true, any attempt to use the
348
+ save data system will cause a Lua error.
349
+ Examples
350
+ local access = Scene.GetSaveDataPermission()
351
+ if access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy() then
352
+ me = MemoryContainer.Create( Scene.GetMaxSaveDataSize() )
353
+ � modify container here
354
+ Scene.SaveData( me )
355
+ end
356
+ See Also
357
+ � Scene.GetSaveDataPermission
358
+ Scene.LoadData
359
+ Brief
360
+ Copies the scene's save data (if available) into the supplied memory container.
361
+ Definition
362
+ void Scene.LoadData( MemoryContainer memContainer, int size = Scene.GetMaxSaveDataSize( ), int offset
363
+ = 0 )
364
+ Arguments
365
+ memContainer - The memory container to load into.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at which to
366
+ store the data.
367
+ Return Values
368
+ None.
369
+ Description
370
+ All scenes which allow saving (clubhouses and personal space), have an allocated save data area which allow embedded objects and
371
+ scenescripts to save data about the scene. Note that nothing should rely on specific data being present in the save data (as the user may delete
372
+ their Home save data at any time) and thus actives should be able to recognise and handle the case where no save data is present. When a
373
+ scene is accessed for the first time, all of its save data is set to zero.
374
+ Examples
375
+ local access = Scene.GetSaveDataPermission()
376
+ if access > SaveDataPermission.None and not Scene.IsSaveDataBusy() then
377
+ local memContainer = MemoryContainer.Create( Scene.GetMaxSaveDataSize( ) )
378
+ Scene.LoadData(memContainer)
379
+ if (memContainer:GetUintl6(0) == 48879) then -- OxBEEF
380
+ print('Save data is valid: found the beef')
381
+ g_mySize = memContainer:GetFloat32(4)
382
+ end
383
+ end
384
+ See Also
385
+ � Scene.SaveData
386
+ � Scene.GetSaveDataPermission
387
+ � Scene.IsSaveDataBusy
388
+ Scene.LockPadControls
389
+ Brief
390
+ Locks the pad controls.
391
+ Definition
392
+ Scene.LockPadControls(boolean val)
393
+ Arguments
394
+ val - true or false to lock or unlock the pad controls respectively.
395
+ Return Values
396
+ Description
397
+ Locks the input pad controls, bar the SELECT button (for the Safe Screen). The developer is advised to use this with care, and to interact with the
398
+ user appropriately during the time the controls are locked. If it's not obvious why the controls are locked, the user should be informed.
399
+ Examples
400
+ ! Scene.LockPadControls(true)
401
+ See Also
402
+ None
403
+ Scene.OverrideAvatarCloseUpCamAspect
404
+ Brief
405
+ Set the aspect for the standard close-up camera that follows the Avatar.
406
+ Definition
407
+ Scene.OverrideAvatarCloseUpCamAspect(boolean isOverride, number value)
408
+ Arguments
409
+ isOverride - whether or not to override the default setting.value - the value to set.
410
+ Return Values
411
+ None.
412
+ Description
413
+ Examples
414
+ ! Scene.OverrideAvatarCloseUpCamAspect(true, 16.0 / 9.0)
415
+ ! Scene.OverrideAvatarCloseUpCamAspect(false)
416
+ See Also
417
+ � Scene.OverrideAvatarClosellpCamFov
418
+ � Scene.OverrideAvatarClosellpCamZNear
419
+ � Scene.OverrideAvatarStandardCamAspect
420
+ � Scene.OverrideAvatarStandardCamZNear
421
+ � Scene.OverrideAvatarStandardCamZFar
422
+ Scene.OverrideAvatarCloseUpCamFov
423
+ Brief
424
+ Set the Field Of View for the standard close-up camera that follows the Avatar.
425
+ Definition
426
+ ! Scene.OverrideAvatarCloseUpCamFov(boolean isOverride, number value)
427
+ Arguments
428
+ isOverride - whether or not to override the default setting.value - the value to set.
429
+ Return Values
430
+ None.
431
+ Description
432
+ Examples
433
+ ! Scene.OverrideAvatarCloseUpCamFov(true, 60)
434
+ ! Scene.OverrideAvatarCloseUpCamFov(false)
435
+ See Also
436
+ Scene.OverrideAvatarCloseUpCamAspect
437
+ � Scene.OverrideAvatarClosellpCamZNear
438
+ � Scene.OverrideAvatarStandardCamAspect
439
+ � Scene. OverrideAvatarStandardCamZNear
440
+ � Scene. OverrideAvatarStandardCamZFar
441
+ Scene. OverrideAvatarCloseUpCamZFar
442
+ Brief
443
+ Set the far clipping for the standard close-up camera that follows the Avatar.
444
+ Definition
445
+ ! Scene.OverrideAvatarCloseUpCamZFar(boolean isOverride, number value)
446
+ Arguments
447
+ isOverride - whether or not to override the default setting.value - the value to set.
448
+ Return Values
449
+ None.
450
+ Description
451
+ Examples
452
+ ! Scene.OverrideAvatarCloseUpCamZFar(true, 1000)
453
+ 1 Scene.OverrideAvatarCloseUpCamZFar(false)
454
+ See Also
455
+ � Scene. OverrideAvatarClosellpCamFov
456
+ � Scene. OverrideAvatarClosellpCamAspect
457
+ � Scene.OverrideAvatarStandardCamAspect
458
+ � Scene.OverrideAvatarStandardCamZNear
459
+ � Scene.OverrideAvatarStandardCamZFar
460
+ Scene.OverrideAvatarCloseUpCamZNear
461
+ Brief
462
+ Set the near clipping for the standard close-up camera that follows the Avatar.
463
+ Definition
464
+ ! Scene.OverrideAvatarCloseUpCamZNear(boolean isOverride, number value)
465
+ Arguments
466
+ isOverride - whether or not to override the default setting.value - the value to set.
467
+ Return Values
468
+ None.
469
+ Description
470
+ Examples
471
+ 1 Scene.OverrideAvatarCloseUpCamZNear(true, 0.1)
472
+ ! Scene.OverrideAvatarCloseUpCamZNear(false)
473
+ See Also
474
+ � Scene.OverrideAvatarClosellpCamFov
475
+ � Scene.OverrideAvatarClosellpCamAspect
476
+ � Scene.OverrideAvatarStandardCamAspect
477
+ � Scene.OverrideAvatarStandardCamZNear
478
+ � Scene.OverrideAvatarStandardCamZFar
479
+ Scene.OverrideAvatarStandardCamAspect
480
+ Brief
481
+ Set the aspect for the standard close-up camera that follows the Avatar.
482
+ Definition
483
+ ! Scene.OverrideAvatarStandardCamAspect(boolean isOverride, number value)
484
+ Arguments
485
+ isOverride - whether or not to override the default setting.value - the value to set.
486
+ Return Values
487
+ None.
488
+ Description
489
+ Examples
490
+ ! Scene.OverrideAvatarStandardCamAspect(true, 16.0 / 9.0)
491
+ ! Scene.OverrideAvatarStandardCamAspect(false)
492
+ See Also
493
+ � Scene. OverrideAvatarStandardCam Fov
494
+ � Scene.OverrideAvatarStandardCamZNear
495
+ � Scene.OverrideAvatarClosellpCamAspect
496
+ � Scene. OverrideAvatarClosellpCamZNear
497
+ � Scene. OverrideAvatarClosellpCamZFar
498
+ Scene.OverrideAvatarStandardCamFov
499
+ Brief
500
+ Set the Field Of View for the standard close-up camera that follows the Avatar.
501
+ Definition
502
+ ! Scene.OverrideAvatarStandardCamFov(boolean isOverride, number value)
503
+ Arguments
504
+ isOverride - whether or not to override the default setting.value - the value to set.
505
+ Return Values
506
+ None.
507
+ Description
508
+ Examples
509
+ ! Scene.OverrideAvatarStandardCamFov(true, 60)
510
+ ! Scene.OverrideAvatarStandardCamFov(false)
511
+ See Also
512
+ � Scene. OverrideAvatarStandardCamAspect
513
+ � Scene. OverrideAvatarStandardCamZNear
514
+ � Scene. OverrideAvatarClosellpCamAspect
515
+ � Scene.OverrideAvatarClosellpCamZNear
516
+ � Scene.OverrideAvatarClosellpCamZFar
517
+ Scene.OverrideAvatarStandardCamZFar
518
+ Brief
519
+ Set the far clipping for the standard close-up camera that follows the Avatar.
520
+ Definition
521
+ ! Scene.OverrideAvatarStandardCamZFar(boolean isOverride, number value)
522
+ Arguments
523
+ isOverride - whether or not to override the default setting.value - the value to set.
524
+ Return Values
525
+ None.
526
+ Description
527
+ Examples
528
+ ! Scene.OverrideAvatarStandardCamZFar(true, 1000)
529
+ ! Scene.OverrideAvatarStandardCamZFar(false)
530
+ See Also
531
+ � Scene.OverrideAvatarStandardCamFov
532
+ � Scene.OverrideAvatarStandardCamAspect
533
+ � Scene.OverrideAvatarClosellpCamAspect
534
+ � Scene. OverrideAvatarClosellpCamZNear
535
+ � Scene. OverrideAvatarClosellpCamZFar
536
+ Scene. OverrideAvatarStandardCamZNear
537
+ Brief
538
+ Set the Far clipping for the standard close-up camera that follows the Avatar.
539
+ Definition
540
+ ! Scene.OverrideAvatarStandardCamZNear(boolean isOverride, number value)
541
+ Arguments
542
+ isOverride - whether or not to override the default setting.value - the value to set.
543
+ Return Values
544
+ None.
545
+ Description
546
+ Examples
547
+ ! Scene.OverrideAvatarStandardCamZNear(true, 0.1)
548
+ ! Scene.OverrideAvatarStandardCamZNear(false)
549
+ See Also
550
+ � Scene.OverrideAvatarStandardCamFov
551
+ � Scene.OverrideAvatarStandardCamAspect
552
+ � Scene. OverrideAvatarClosellpCamAspect
553
+ � Scene.OverrideAvatarClosellpCamZNear
554
+ � Scene.OverrideAvatarClosellpCamZFar
555
+ Scene. ResetAvatarCamOverrides
556
+ Brief
557
+ Resets all previously set Avatar Camera overrides.
558
+ Definition
559
+ ! Scene.ResetAvatarCamOverrides()
560
+ Arguments
561
+ None
562
+ Return Values
563
+ None.
564
+ Description
565
+ Examples
566
+ ! Scene.ResetAvatarCamOverrides()
567
+ See Also
568
+ � Scene. OverrideAvatarStandardCamFov
569
+ � Scene.OverrideAvatarStandardCamAspect
570
+ � Scene.OverrideAvatarStandardCamZNear
571
+ � Scene. OverrideAvatarClosellpCamAspect
572
+ � Scene.OverrideAvatarClosellpCamZNear
573
+ � Scene.OverrideAvatarClosellpCamZFar
574
+ Scene.SaveData
575
+ Brief
576
+ Copies the data from the supplied memory container into the scene's save data area and requests it to save.
577
+ Definition
578
+ ! Scene.SaveData( MemoryContainer memContainer, number size = Scene.GetMaxSaveDataSize( ), int offset =
579
+ I 0 )
580
+ Arguments
581
+ memContainer - The memory container to read data from.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at
582
+ which to start reading the data to save.
583
+ Return Values
584
+ None.
585
+ Description
586
+ All scenes which allow saving (clubhouses and personal spaces), have an allocated save data area which allow embedded objects and scene
587
+ scripts to save data about the scene. Note that nothing should rely on specific data being present in the save data (as the user may delete their
588
+ Home save data at any time) and thus a script should be able to recognise and handle the case where no or invalid save data is present. When a
589
+ scene is accessed for the first time, all of its save data is set to zero. Note: If size is not specified and your memory container is bigger than the
590
+ maximum save data size an error will occur to catch accidental data truncation.
591
+ Examples
592
+ local access = Scene.GetSaveDataPermission()
593
+ if (access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy()) then
594
+ local memContainer = MemoryContainer.Create( 8 )
595
+ memContainer:SetUint16(0, 48879) � OxBEEF, tags our data as valid
596
+ memContainer:SetFloat32(4, mySize) � save our current size so we can keep growing next time
597
+ Scene.SaveData(memContainer, 8)
598
+ end
599
+ See Also
600
+ � Scene. Load Data
601
+ � Scene.GetSaveDataPermission
602
+ � Scene. IsSaveDataBusy
603
+ Scene.SetGraphicsEngineParam
604
+ Brief
605
+ Set the value of a parameter in the graphics engine.
606
+ Definition
607
+ ! Scene.SetGraphicsEngineParam(paramName, value)
608
+ Arguments
609
+ paramName - a valid graphics engine param name. Valid values are:
610
+ GraphicsEngine.ShadowEnable boolean - enable or disable shadows, defaults to true)
611
+ GraphiceEngine.ShadowQuality set the sun shadow quality. Should be one of:
612
+ ShadowQuality.Low
613
+ ShadowQuality.Medium
614
+ ShadowQuality.High
615
+ GraphicsEngine.SunlightColor Vector4 - set the color/brightness of the sun, w component is ignored. Each channel range is 0=>3
616
+ GraphicsEngine.SunlightDir Vector4 - set the direction of the sun. The value does not need to be normalized
617
+ GraphicsEngine.ColorBalance Vector4 - set the post-process color balance, components should be in the range -1 =>1, defaults to (0,0,0)
618
+ GraphicsEngine.Saturation scalar - set the post-process saturation, should be in the range -2=>2, defaults to 1
619
+ GraphicsEngine.Contrast scalar - set the post-process contrast, should be in the range -1 =>1, defaults to 0
620
+ GraphicsEngine.ShadowPlaneDistance scalar - distance to the first shadow plane in metres, defaults to 2.0
621
+ GraphicsEngine.ShadowPlaneMultiplier scalar - value to muliply each shadow plane distance by to get the distance to the next plane, defaults to
622
+ 3.0 and must be greater than 1.0
623
+ GraphicsEngine.ShadowPlaneCount scalar - number of shadow planes to render, should be in the range 0=>4, defaults to 4
624
+ GraphicsEngine.ShadowDarkness scalar - set the darkness of indoor shadows (has no effect in sunlit scenes), should be in the range 0=>1,
625
+ defaults to 0.2
626
+ GraphicsEngine.AlphaSortEnable boolean - enable or disable sorting of semitransparent meshes, for scenes exported with HDK1.40 onwards,
627
+ this defaults to true.
628
+ GraphicsEngine.LightProbeTint Vector4 - set a global tint colour for the light probes, defaults to (1,1,1)
629
+ GraphicsEngine.GlowType set the type of glow. Should be one of:
630
+ GlowType.Disabled
631
+ GlowType.Small
632
+ GlowType.Default
633
+ GlowType.Large
634
+ GlowType. ExtraLarge
635
+ GlowType. Horizontal
636
+ GlowType.Vertical
637
+ GraphicsEngine.GlowColor Vector4 - set the tint colour for the glow
638
+ GraphicsEngine.GlowBlendMode set the blend type for the glow, should be one of:
639
+ GlowBlend.Default
640
+ GlowBlend.Add - add the glow buffer to the framebuffer
641
+ GlowBlend.Squared - square the glow buffer and add it to the framebuffer
642
+ GraphicsEngine.EnvironmentMap Set the current environment map for dynamic objects.
643
+ The argument should be the name of a texture resource, or the resource itselfvalue - the value to set.
644
+ Return Values
645
+ None.
646
+ Description
647
+ Examples
648
+ Scene.SetGraphicsEngineParam(GraphicsEngine.SunlightColor, Vector4.Create(2, 2,0)) � set the sun color
649
+ to bright yellow
650
+ Scene.SetGraphicsEngineParam(GraphicsEngine.ShadowEnable, false) � disable shadows in this scene
651
+ See Also
652
+ None
653
+ Scene.SetLayerCollisionDefault
654
+ Brief
655
+ Set the default enabledness of collision detection between collision of the specified layers.
656
+ Definition
657
+ ! Scene.SetLayerCollisionDefault( enum layerA, enum layerB, boolean enabled )
658
+ Arguments
659
+ layerA - The first layer; must be a "user layer".layerB - The second layer.enabled - true to enable collision detection by default, false otherwise.
660
+ Return Values
661
+ None.
662
+ Description
663
+ Set the default enabledness of collision detection between collision of the specified layers.
664
+ Examples
665
+ ! Scene.SetLayerCollisionDefault( CollisionLayer.Userl, CollisionLayer.FurniturePlacement, false )
666
+ See Also
667
+ � Scene.GetLayerCollisionDefault
668
+ Scene.SetLightProbeData
669
+ Brief
670
+ Set the light probe data for the scene
671
+ Definition
672
+ Scene.SetLightProbeData(string resourcename, number slotlndex, bool updateSun=false)
673
+ Scene.SetLightProbeData(Resource resource, number slotlndex, bool updateSun=false)
674
+ Arguments
675
+ resource - The probe data file resource, or resource name, or nil to clear the slot
676
+ This resource can not be released whilst it is in use on a slot. Set the slot to another resource or nil before
677
+ attempting to release it.slotlndex - The light probe volume index to set. There are 9 slots (numbered 0-8) available.updateSun - If this is true,
678
+ update the sun parameters based on the values from the given probe data
679
+ Return Values
680
+ none
681
+ Description
682
+ Sets the light probe volume at the given index to the given data. If this volume overlaps an existing volume, then the one with the lowest slot
683
+ number will have precedence. Note, there is no way to query the light probe slots once assigned.
684
+ Examples
685
+ � load in new scene geometry �
686
+ entity = Entity.Create ()
687
+ entity:SetModel( "my_new_scene_geometry.mdl" )
688
+ � load corresponding lighting data �
689
+ Scene.SetLightProbeData( "mylighting.probe", 1 )
690
+ � clear old lighting �
691
+ Scene.SetLightProbeData( nil, 0 )
692
+ See Also
693
+ � Scene.SetLightProbeTransform
694
+ Scene.SetLightProbeTransform
695
+ Brief
696
+ Set the transform for the light probe volume in the given slot
697
+ Definition
698
+ Scene.SetLightProbeTransform(Matrix44 transform, number slotlndex)
699
+ Arguments
700
+ transform - The transform to apply to the light probe volume in the given slotslotlndex - The light probe volume index to set. There are 9 slots
701
+ (numbered 0-8) available.
702
+ Return Values
703
+ none
704
+ Description
705
+ Sets the transform for the light probe volume at the given index
706
+ Examples
707
+ � load in new scene geometry �
708
+ entity = Entity.Create ()
709
+ entity:SetModel( "my_new_scene_geometry.mdl" )
710
+ � load corresponding lighting data �
711
+ Scene.SetLightProbeData( "mylighting.probe", 1 )
712
+ � reposition model and probes �
713
+ pos = Vector4.Create(10, 10, 0)
714
+ entity:SetPosition( pos )
715
+ Scene.SetLightProbeTransform( Matrix44.Create( Quaternion.Create (), pos ), 1 )
716
+ See Also
717
+ � Scene.SetLightProbeData
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