The Lua scripting API is in early development.
Expect many more things to be supported in the future.
Lua scripts you make can be placed either the mods
folder in the base directory, or in <SAVE FILE LOCATION>/mods
Save file locations:
- Windows:
%appdata%/sm64ex-coop
- Linux:
~/.local/share/sm64ex-coop
- MacOS:
~/Library/Application Support/sm64ex-coop
- When developing Lua mods, run the game from a console. Lua errors and logs will appear there, but only if the game is launched with the
--console
launch parameter. - You can use the
print()
command when debugging. Your logs will show up in the console. - You can create a folder within the mods folder containing multiple lua scripts as long as one script is called
main.lua
. Dynos actors can be placed inside this mod folder under<your mod folder>/actors/
.
Something important to realize is that the localIndex
for each player is different (unfortunately).
So the order of gMarioStates[]
, gNetworkPlayers[]
, and gPlayerSyncTable[]
is different for each player.
Luckily gPlayerSyncTable[]
will automatically translate the player indices, so setting gPlayerSyncTable[0].example = 1
will set it for the correct player for everyone.
The globalIndex
of each player is consistent among everyone connected. So if you absolutely need to sort things in order you will have to grab it from gNetworkPlayers[<LOCAL INDEX HERE>].globalIndex
.
All of this is a holdover from when there were only two players. It was a reasonable idea back then.
- Low Gravity
- Faster Swimming
- Mario Run
- HUD Rendering
- Object Spawning
- Custom Ball Behavior
- Replace Goomba Behavior
- Add to Goomba Behavior
- Behavior with Surface Collisions
- Custom Surface Collisions
- Custom Box Model
- Custom Player Model
- Moonjump
- Instant Clip
- Water Height Changer
- Custom Level
- Custom HUD Texture
- Custom Audio Test
- Custom Texture Overriding