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UTIL

Module: _util

QuitGame()return()
_util.QuitGame() -> 
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ReadFromFile(Path:string)return(Text:string?,Success:boolean)
_util.ReadFromFile(Path: string) -> Text: string?, Success: boolean
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SaveToFile(Content:string,Path:string)return(Success:boolean?)
_util.SaveToFile(Content: string, Path: string) -> Success: boolean?
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LoadAssetFromSoftReference(FontGamePath:any)return(ReturnValue:any)
_util.LoadAssetFromSoftReference(FontGamePath: any) -> ReturnValue: any
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RunStr(String:any)return()
_util.RunStr(String: any) -> 
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TODO_SetMouseCursorLook(Hello:any,dsadsa:any)return()
_util.TODO_SetMouseCursorLook(Hello: any, dsadsa: any) -> 
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AllowLevelEdit(Show:boolean)return()
--[=[This will prevent users from clicking and editing axioms]=]
_util.AllowLevelEdit(Show: boolean) ->
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DisplaySandboxInterface(Show:boolean)return()
--[=[This will display only the Settings and MeinMenu widgets]=]
_util.DisplaySandboxInterface(Show: boolean) ->
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UnbindAllActorEvents(Actor:actor)return()
_util.UnbindAllActorEvents(Actor: actor) -> 
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OnActorDestroyed(Actor:actor,Callback:any)return(EventHandle:eventHandle?)
_util.OnActorDestroyed(Actor: actor, Callback: any) -> EventHandle: eventHandle?
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OnActorEndOverlap(Actor:actor,Callback:any)return(EventHandle:eventHandle?)
_util.OnActorEndOverlap(Actor: actor, Callback: any) -> EventHandle: eventHandle?
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OnActorBeginOverlap(Actor:actor,Callback:any)return(EventHandle:eventHandle?)
_util.OnActorBeginOverlap(Actor: actor, Callback: any) -> EventHandle: eventHandle?
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GetFirstActorWithTag(Tag:string)return(Actors:actor)
--[=[If there are multiple actors with the same tag the first on in memory will be returned]=]
_util.GetFirstActorWithTag(Tag: string) -> Actors: actor
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SetActorLocation(Actor:actor,NewLocation:vector,bTeleport:boolean)return(bSuccessful:boolean)
_util.SetActorLocation(Actor: actor, NewLocation: vector, bTeleport: boolean) -> bSuccessful: boolean
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GetActorLocation(Actor:actor)return(Location:vector)
_util.GetActorLocation(Actor: actor) -> Location: vector
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DeleteActor(Actor:actor)return(Success:boolean)
_util.DeleteActor(Actor: actor) -> Success: boolean
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SpawnCharacter(Location:vector,Rotation:vector)return(Character:character)
--[=[This function does a lot, but I'll tell you later]=]
_util.SpawnCharacter(Location: vector, Rotation: vector) -> Character: character
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GetCustomizationComponent(Character:character)return(CustomizationComponent:actorComponent)
_util.GetCustomizationComponent(Character: character) -> CustomizationComponent: actorComponent
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GetCurrentCharacter()return(Character:character)
--[=[Get current character the player possess]=]
_util.GetCurrentCharacter() -> Character: character
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GetAllCharacters()return(Characters:table<character>)
--[=[Get current character the player possess]=]
_util.GetAllCharacters() -> Characters: {character}
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Print(Text:string,TextColor:table<number?>)return()
_util.Print(Text: string, TextColor: {number}?) -> 
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Test(Input:any)return(Ret:table<any>,AnotherRet:string)
--[=[This is
a multi line
comment
@param Test string
@return Idk number
]=]
_util.Test(Input: any) -> Ret: {any}, AnotherRet: string
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