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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: axiom,Value: string)return(nil)
-- For Axoioms, use this instead of _actor equivalent
_axiom.SetTag(Axiom: axiom, Value: string) -> nil
1
SetHidden(Axiom: axiom,Value: boolean)return(nil)
-- For Axoioms, use this instead of _actor equivalent
_axiom.SetHidden(Axiom: axiom, Value: boolean) -> nil
2
SetScale(Axiom: axiom,Value: vector)return(nil)
-- For Axoioms, use this instead of _actor equivalent
_axiom.SetScale(Axiom: axiom, Value: vector) -> nil
3
SetRotation(Axiom: axiom,Value: vector)return(nil)
-- For Axoioms, use this instead of _actor equivalent
_axiom.SetRotation(Axiom: axiom, Value: vector) -> nil
4
SetLocation(Axiom: axiom,Value: vector)return(nil)
-- For Axoioms, use this instead of _actor equivalent
_axiom.SetLocation(Axiom: axiom, Value: vector) -> nil
5
LoadPreset(Filename: string,bUseMergeLoad: optional boolean?)return(nil)
-- Using merge load won't clear the level
_axiom.LoadPreset(Filename: string, bUseMergeLoad: boolean?) -> nil
6
Delete(Axiom: axiom)return(nil)
-- Use this instead of actor delete so the UI gets updated too
_axiom.Delete(Axiom: axiom) -> nil
7
Spawn(AxiomEntryName: string)return(Axiom: axiom)
-- Use GetAvailableAxiomNames to check all keys
_axiom.Spawn(AxiomEntryName: string) -> Axiom: axiom
8
GetAvailableAxiomNames()return(LuaValue: {array string})
_axiom.GetAvailableAxiomNames() -> LuaValue: {string}
9