MapEditor.CreateInteractiveObject: Difference between revisions

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Document planned 0.1.9 item stats, armor, runes and experimental map-editor seats/lights; not a release
 
Release 0.1.9 / BUILD264 / Protocol42: availability and download setup; preserve experimental limits
 
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<div style="color:#111111; font-weight:bold; letter-spacing:0.04em;">AVAILABLE FROM UPDATE 0.1.9</div>
<div style="color:#111111; font-weight:bold; letter-spacing:0.04em;">AVAILABLE FROM UPDATE 0.1.9</div>
<div style="color:#111111; margin-top:0.25rem;">Planned for 0.1.9; not yet publicly released. Not included in public 0.1.8. See the scope and validation notes below.</div>
<div style="color:#111111; margin-top:0.25rem;">Available from 0.1.9. See the scope and validation notes below.</div>
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== Notes ==
== Notes ==
* Planned for 0.1.9, not included in public 0.1.8. See [[Interactive map objects]] and [[Interactive prefab catalog]].
* Available from 0.1.9. See [[Interactive map objects]] and [[Interactive prefab catalog]].
* Available only in the map_editor client Lua environment; not an engine-global function or an automatic cross-resource export.
* Available only in the map_editor client Lua environment; not an engine-global function or an automatic cross-resource export.
* pitch/roll must be 0 and sx/sy/sz must be 1. Prefab scale/collision restrictions preserve native interaction alignment.
* pitch/roll must be 0 and sx/sy/sz must be 1. Prefab scale/collision restrictions preserve native interaction alignment.
* Finish pending edits and any active local native test before changing the scene. Use Test native for local sit/stand or flame checks.
* Finish pending edits and any active local native test before changing the scene. Use Test native for local sit/stand or flame checks.
* The optional table copies transform fields only, not arbitrary properties or game class paths. Set initial light state through the editor inspector.
* The optional table copies transform fields only, not arbitrary properties or game class paths. Set initial light state through the editor inspector.
* Shared interaction authority and version-2 multiplayer deployment are not complete.
* This helper does not deploy shared interactions. Approved doors have a separate server-owned path in the updated editor/map_scene; seats, lights and placed ladders remain local tests.


[[Category:Lua Functions]]
[[Category:Lua Functions]]
[[Category:Client Functions]]
[[Category:Client Functions]]
[[Category:Experimental Lua API]]
[[Category:Experimental Lua API]]
<!-- editor019complete:start -->
== Expanded 0.1.9 catalog and deployment ==
'''Available from 0.1.9. Use matching updated clients and server.'''
[[Interactive prefab catalog]] now has 94 entries including seven doors and 21 ladder sizes. The helper only queues editor entries/previews. [[Interactive map objects]] explains local testing versus shared door deployment, and [[World model removal]] explains original-world inspection/removal. Do not confuse deleting an editor entry with hiding an original world placement.
<!-- editor019complete:end -->

Latest revision as of 13:28, 20 October 2026

MapEditor.CreateInteractiveObject

AVAILABLE FROM UPDATE 0.1.9
Available from 0.1.9. See the scope and validation notes below.

Creates an interactive-prefab entry and static editing preview inside the initialized map_editor client resource. This is an experimental editor helper, NOT a server multiplayer spawn API.

Syntax

id = MapEditor.CreateInteractiveObject(prefab, transform)

Parameters

Name Type Required Description
prefab string yes Exact ID from the Interactive prefab catalog, for example chair_01.
transform table no Optional x/y/z (metres), yaw/pitch/roll (degrees), sx/sy/sz. Defaults: position/rotation 0, scale 1. Only yaw rotation, unit scale and original collision are supported.

Returns

An editor ID string when the operation is queued, or false if rejected/busy. Native completion is asynchronous; a returned ID is not proof of a created native actor. Only successful completion updates the editor scene.

Examples

-- Inside the map_editor client resource, after session initialization:
local id = MapEditor.CreateInteractiveObject("chair_01", {
    x=12.0, y=24.0, z=2.0, yaw=90.0
})
if not id then
    outputDebugString("Placement not queued")
end

Notes

  • Available from 0.1.9. See Interactive map objects and Interactive prefab catalog.
  • Available only in the map_editor client Lua environment; not an engine-global function or an automatic cross-resource export.
  • pitch/roll must be 0 and sx/sy/sz must be 1. Prefab scale/collision restrictions preserve native interaction alignment.
  • Finish pending edits and any active local native test before changing the scene. Use Test native for local sit/stand or flame checks.
  • The optional table copies transform fields only, not arbitrary properties or game class paths. Set initial light state through the editor inspector.
  • This helper does not deploy shared interactions. Approved doors have a separate server-owned path in the updated editor/map_scene; seats, lights and placed ladders remain local tests.

Expanded 0.1.9 catalog and deployment

Available from 0.1.9. Use matching updated clients and server.

Interactive prefab catalog now has 94 entries including seven doors and 21 ladder sizes. The helper only queues editor entries/previews. Interactive map objects explains local testing versus shared door deployment, and World model removal explains original-world inspection/removal. Do not confuse deleting an editor entry with hiding an original world placement.