AXIOM
Module: _axiom
Axioms inherits from actor so any function from _actor will work on axioms.
For Axioms use these functions instead of _actor equibalent so the in game level editor will get updated too.
SetTag(Axiom:
,Value:
)
(
)
1
,Value:
)
(
) -- For Axoioms, use this instead of _actor equivalent
_axiom.SetTag(Axiom: axiom, Value: string) -> nil
SetHidden(Axiom:
,Value:
)
(
)
2
,Value:
)
(
) -- For Axoioms, use this instead of _actor equivalent
_axiom.SetHidden(Axiom: axiom, Value: boolean) -> nil
SetScale(Axiom:
,Value:
)
(
)
3
,Value:
)
(
) -- For Axoioms, use this instead of _actor equivalent
_axiom.SetScale(Axiom: axiom, Value: vector) -> nil
SetRotation(Axiom:
,Value:
)
(
)
4
,Value:
)
(
) -- For Axoioms, use this instead of _actor equivalent
_axiom.SetRotation(Axiom: axiom, Value: vector) -> nil
SetLocation(Axiom:
,Value:
)
(
)
5
,Value:
)
(
) -- For Axoioms, use this instead of _actor equivalent
_axiom.SetLocation(Axiom: axiom, Value: vector) -> nil
LoadPreset(Filename:
,bUseMergeLoad:
?)
(
)
6
,bUseMergeLoad:
?)
(
) -- Using merge load won't clear the level
_axiom.LoadPreset(Filename: string, bUseMergeLoad: boolean?) -> nil
Delete(Axiom:
)
(
)
7
)
(
) -- Use this instead of actor delete so the UI gets updated too
_axiom.Delete(Axiom: axiom) -> nil
Spawn(AxiomEntryName:
)
(Axiom:
)
8
)
(Axiom:
) -- Use GetAvailableAxiomNames to check all keys
_axiom.Spawn(AxiomEntryName: string) -> Axiom: axiom
GetAvailableAxiomNames()
(LuaValue: {
})
9
(LuaValue: {
}) _axiom.GetAvailableAxiomNames() -> LuaValue: {string}