[Release] Lua Scripting

Topic created ยท 22 Posts ยท 811 Views
  • As many of you probably know the current chaiscript scripting is pretty bad and has many limitations. This plugin implements lua scripting in IW5 and fixes all those problems.

    Everything is basically the same as in IW6x (documentation can be found here).

    How

    • Download the latest version from the Releases tab
    • Copy it to %localappdata%/Plutonium/storage/iw5/plugins/
    • Create a __init__.lua file in a folder with a name of your choice in %localappdata%/Plutonium/storage/iw5/scripts/
    • Example %localappdata%/Plutonium/storage/iw5/scripts/myscript/__init__.lua
    • Run the server (preferably with the -no-scripting flag to disable ChaiScript)

    Below are some features that are not available or documented in IW6x

    Chat notifies

    level:onnotify("say", function(player, message)
        print(player.name .. " said: " .. message)
    end)
    

    or

    level:onnotify("connected", function(player)
        player:onnotify("say", function(message)
            print(player.name .. " said: " .. message)
        end)
    end)
    

    Player damage/killed callbacks

    Callbacks can be added using the game:onplayerkilled or game:onplayerdamage functions:

    Damage can be changed by returning it

    Returning anything other than a number will not do anything (must be an integer)

    game:onplayerdamage(function(_self, inflictor, attacker, damage, dflags, mod, weapon, point, dir, hitloc)
        damage = 0
    
        return damage
    end)
    
    game:onplayerkilled(function(_self, inflictor, attacker, damage, mod, weapon, dir, hitloc, timeoffset, deathanimduration)
        print(attacker.name .. " killed " .. _self.name)
    end)
    

    Arrays

    GSC arrays are supported and can be accessed similarly to gsc:

    local ents = game:getentarray()
    
    for i = 1, #ents do
        print(ents[i])
    end
    

    To get the array's keys use the getkeys method:

    local keys = player.pers.getkeys()
    
    for i = 1, #keys do
        print(keys[i])
    end
    

    Structs

    GSC structs are also supported similarly as the arrays.

    To get an entity's struct use the getstruct method:

    local levelstruct = level:getstruct()
    
    levelstruct.inGracePeriod = 10000
    

    Structs in other variables like arrays are automatically converted:

    level:onnotify("connected", function(player)
        player:onnotify("spawned_player", function()
            player.pers.killstreaks[1].streakName = "ac130"
            player.pers.killstreaks[1].available = 1
        end)
    end)
    

    Note: you cannot create new struct fields but only modify or read existing ones, same thing for arrays

    Functions

    You can call (will not work for every function) functions and methods within the game's gsc scripts using the

    scriptcall(filename, function, ...) method:

    level:onnotify("connected", function(player)
        player:onnotify("spawned_player", function()
            local hudelem = player:scriptcall("maps/mp/gametypes/_hud_utils", "createFontString", 1)
            
            hudelem:scriptcall("maps/mp/gametypes/_hud_util", "setPoint", "CENTER", nil, 100, 100)
            hudelem.label = "&Hello world"
        end)
    end)
    

    Functions in variables such as structs or arrays will be automatically converted to a lua function.

    The first argument must always be the entity to call the function on (level, player...)

    local levelstruct = level:getstruct()
    
    level:onnotify("connected", function(player)
        player:onnotify("spawned_player", function()
            levelstruct.killstreakFuncs["ac130"](player)
        end)
    end)
    
  • This kind of support is great because it can give a lot more options to those who create servers.
    Great work, great release

  • ill try to make a damage counter like repz gungame servers on iw4x

  • @Xx_Phoenix_xX i think this is what you mean

    game:onplayerdamage(function(_self, inflictor, attacker, damage, dflags, mod, weapon, point, dir, hitloc)
        if (game:isplayer(attacker) ~= 1 or _self.sessionteam == attacker.sessionteam or _self == attacker) then
            return
        end
    
        local huddamage = game:newclienthudelem(attacker)
        huddamage.alignx = "center"
        huddamage.horzalign = "center"
        huddamage.x = 10
        huddamage.y = 235
        huddamage.fontscale = 1.6
        huddamage.font = "objective"
        huddamage:setvalue(damage)
    
        if (hitloc == "head") then
            huddamage.color = vector:new(1, 1, 0.25)
        end
    
        huddamage:moveovertime(1)
        huddamage:fadeovertime(1)
        huddamage.alpha = 0
        huddamage.x = math.random(25, 70)
        huddamage.y = 235 + math.random(25, 70) * (math.random(0, 1) == 1 and -1 or 1)
    
        game:ontimeout(function()
            huddamage:destroy()
        end, 1000)
    end)
    
  • Just a question: I don't know how to program, but with this Lua script is it possible to make smart bots (since it's impossible to make with the current chaiscript) ?

  • @Xedi yes

  • good job! finally see something good for mw3..

  • @Rosamaha Still won't allow you to set blocked commands on clients ๐Ÿ˜†

  • @Xerxes good that gsc support comes soon ^^ sadly I stopped playing mw3 atm

  • good release ๐Ÿ™‚

  • @fed so how do i implement this on my game?

  • Put that in a file like Plutonium/storage/iw5/scripts/yourscript/__init__.lua

  • @fed does it work on all servers or only my own? btw nice gungame server its lots of fun

  • @fed It doesn't seem to work for me. I did the Damage Counter Script you made in the above comments. But It never worked, I neither know how to run it. (if you have to run it manually) Any Help?

  • @ScottieC111
    1 - Copy the plugin to Plutonium/storage/iw5/plugins/
    2 - Create a file in Plutonium/storage/iw5/scripts/yourscript/__init__.lua and copy the code into it
    3 - Run the server

  • Looks like a great addition, I'll install Pluto IW5 to try this out.

    I didn't notice any issues or development plan on GitHub. Looking forward to contributing to it.

  • @fed Thank you for adding the lua support. I've been trying to get hasperk and unsetperk to work but it seem it crash the server upon loading the script every time.

    function onPlayerSpawned( player )
    	if(player:haspek("specialty_grenadepulldeath")) then
    		print(player.name .. " is using marty")
    	end	
    end
    
    function onPlayerConnected( player )
        local spawnListener = player:onnotify("spawned_player", function() onPlayerSpawned(player) end)
    end
    
    level:onnotify("connected", onPlayerConnected)
    
  • @st0rm not sure why it crashes but doing this works fine:

    function onPlayerSpawned( player )
        game:ontimeout(function()
            if(player:hasperk("specialty_grenadepulldeath") == 1) then
                print(player.name .. " is using marty")
            end	
        end, 0)
    end
    
    function onPlayerConnected( player )
        local spawnListener = player:onnotify("spawned_player", function() onPlayerSpawned(player) end)
    end
    
    level:onnotify("connected", onPlayerConnected)
    
  • Thanks Fed. That work just fine. I learnt the hard way the mw3 sets death perks in a really dumb way where there is not way to unset them since they're based on death streaks.

  • @fed I am trying to upload the plugin to the server, but I am getting the following error:

    a08b266d-a8e6-4b21-9bae-fb25e0c3732c-image.png

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