1.64 Person .522 1.64.1 Person.AttachToEntity .522 1.64.2 Person.DoAction .523 1.64.3 Person.DoActionBroadcast .524 1.64.4 Person.EnableChatBubbles .525 1.64.5 Person.EnableCollision .525 1.64.6 Person.Findlnlnstance .526 1.64.7 Person.GetAnimReg .527 1.64.8 Person.GetAvatarStatusType .527 1.64.9 Person.GetBehavior .528 1.64.10 Person.GetBehaviorCategory .528 1.64.11 Person.GetBoneCount .529 1.64.12 Person.GetBonelndex .530 1.64.13 Person.GetBoneLocalMatrix .530 1.64.14 Person.GetBoneWorldMatrix .531 1.64.15 Person.GetCurrentAction .531 1.64.16 Person.GetGroundllserld .532 1.64.17 Person.GetPleight .532 1.64.18 Person.Getld .533 1.64.19 Person.GetldsOfFriendsInlnstance .534 1.64.20 Person.GetldsOfRemotePeoplelnlnstance .534 1.64.21 Person.GetlnstanceSessionMasterld .535 1.64.22 Person.GetlnventoryltemObjectld .535 1.64.23 Person.GetLocalBounds .536 1.64.24 Person.GetMood .537 1.64.25 Person.GetName .537 1.64.26 Person.GetPosition .538 1.64.27 Person.GetRigComponentObjectld .538 1.64.28 Person.GetRigComponentTypes.539 1.64.29 Person.GetRigField .540 1.64.30 Person.GetRotationY.540 1.64.31 Person.GetUser .541 1.64.32 Person.GetVelocity .541 1.64.33 Person.GetWidth .542 1.64.34 Person.GetWorldBounds .542 1.64.35 Person.HasLock .543 1.64.36 Person.InterpolatePosition .544 1.64.37 Person.IsCollision .544 1.64.38 Person.IsLoaded .545 1.64.39 Person.IsLocked .546 1.64.40 Person.IsOnGround .546 1.64.41 Person. IsRigUsingComponent .547 1.64.42 Person.IsValid .547 1.64.43 Person.IsVisible .548 1.64.44 Person.Lock.549 1.64.45 Person.ResetCurrentStatusText .550 1.64.46 Person.SetAnimReg .550 1.64.47 Person.SetBehavior.551 1.64.48 Person.SetCurrentStatusText .552 1.64.49 Person.SetLabelText .552 1.64.50 Person.SetPosition .553 1.64.51 Person.SetRotationY .553 1.64.52 Person.SetVisible .554 1.64.53 Person.Unlock .554 Person Person. AttachToEntity Brief Attaches the person to specified entity so when the entity moves around the person moves with it. Definition Person.AttachToEntity( Person person, Entity entity = nil, Matrix44 localTransform = nil ) Arguments entity - the entity to attach to or nil to detach player from current entity. Return Values None. Description When attached to an entity, setting position and rotation will affect the local transform only. The transform must be locked by the calling lua environment otherwise a lua error is generated. If the person is unlocked it automatically detaches from the entity. Examples person = LocalPlayer.GetPerson () car = Entity.Create () Person.AttachToEntity( person, car ) See Also None Person. DoAction Brief Plays an action on a Person Definition Person.DoAction( Person person, string actionName, boolean autoUnlock = false ) Person.DoAction( Person person, string actionName, boolean autoUnlock, number unlockFeatures ) Arguments person - the person to play an action on.actionName - Name of the action to be performed. It can be a custom animation loaded remotely through LocalPlayer.AddRepertoire as well as one of the following standard actions: "agree” "beckon" "bow" "cheer" "clap" "disagree" "frustration" "laugh" "point" "wave" "stand_up_from_seat"autoUnlock - if true, then the animation lock on the person is automatically released after the action has completed. Defaults to false.unlockFeatures - only used if the autoUnlock parameter is true. If omitted then defaults to releasing the locks that were set when Person.DoAction was called, otherwise will only release the locks specified, features specified. Return Values Returns true if the action succeeds. Description The animation must be locked by the calling lua environment otherwise a lua error is generated. If the action isn't recognized a lua error is generated. If it fails and autollnlock is true it unlocks immediately. Examples if Person.HasLock ( person ) then Person.DoAction( person, "clap" ) end See Also • Person.Lock • Person.Unlock • Person.IsLocked • Person.HasLock • Person.SetBehavior • Person.DoActionBroadcast Person.DoActionBroadcast Brief Piays an action on a Person Definition Person.DoActionBroadcast( Person person, string actionName, boolean autoUnlock = false ) Person.DoActionBroadcast( Person person, string actionName, boolean autoUnlock, number unlockFeatures ) Arguments person - the person to play an action on.actionName - Name of the action to be performed. It can be a custom animation loaded remotely through LocalPlayer.AddRepertoire as well as one of the following standard actions: "agree” "beckon" "bow” "cheer" "clap" "disagree" "frustration" "laugh" "point" "wave" "stand_up_from_seat"autoUnlock - if true, then the animation lock on the person is automatically released after the action has completed. Defaults to false.unlockFeatures - only used if the autoUnlock parameter is true. If omitted then defaults to releasing the locks that were set when Person.DoActionBroadcast was called, otherwise will only release the locks specified, features specified. Return Values Returns true if the action succeeds. Description The animation must be locked by the calling lua environment otherwise a lua error is generated. If the action isn't recognized a lua error is generated. If it fails and autoUnlock is true it unlocks immediately. If calling DoActionBroadcast on the LocalPlayer, this function will broadcast the action to other clients in the scene. Using DoActionBroadcast impacts on the amount of network traffic, so avoid calling this function frequently. Examples if Person.HasLock( person ) then Person.DoActionBroadcast( person, "clap" ) end See Also • Person.Lock • Person.Unlock • Person. IsLocked • Person.HasLock • Person.SetBehavior • Person.DoAction Person.EnableChatBubbles Brief Sets chat bubbles on or off. Definition ! Person.EnableChatBubbles( Person person, boolean enabled ) Arguments enabled - True to enable chat bubbles or false to disable. Return Values None. Description With this function, a script can allow chat bubbles to be switched on or off at will. Chat will still appear in the chat log as normal. Please note: In order to use this function, the is_allowed_chat_bubble_change property in the object's mini_game component must be set to true. Examples local person = LocalPlayer.GetPerson( ); if ( Person.Lock( person, PersonLockType.ChatBubbles ) == true ) then Person.EnableChatBubbles( person, false ); end See Also • Person.Lock • Person.Unlock Person.EnableCollision Brief Toggles collision detection for the person's avatar. Definition ! Person.EnableCollision( Person person, boolean value ) Arguments person - the person to modify.value - Whether collision should be on or off. Return Values None. Description Toggles collision detection for the person's avatar. The collision must be locked by the calling lua environment otherwise a lua error is generated. Examples ! if Person.IsCollision ( person ) then Person.EnableCollision( person, false ) | end See Also • Person.IsCollision Person.Findlnlnstance Brief Finds a person in the instance from the person ID. Definition ! Person Person.Findlnlnstance( string personld ) Arguments personld - The person to find. Return Values A Person if found and nil otherwise. Description Finds a person in the instance from the specified person ID. Examples me = Person.Findlnlnstance( LocalPlayer.GetPersonld() ) See Also Local Player.GetPersonld Person. GetAnimReg Brief Returns the value of the specified animation register. Definition number|boolean|string Person.GetAnimReg(Person person, string registerName) Arguments person - person to query.registerName - the name of the animation register to get. Return Values The value of the register, with the type based on the register type. Description If the register doesn't exist or the animation register doesn't have Lua read access an error will be thrown. Examples ! fatness = person:GetAnimReg("Fatness") See Also • Person. SetAnimReg Person.GetAvatarStatusType Brief Returns the current avatar status type of the person specified Definition number Person.GetAvatarStatusId( Person person ) Arguments person - The person to query. Return Values The enumerated value of the current status type. Description The user can change the status of their avatar from the emotes menu. This method returns the current user status type. Changing the status type affects the facial animation (mood) used, and the status text above the avatar that remote users see. The possible status types are: AvatarStatusType.Neutral AvatarStatusT ype. Happy AvatarStatusType.Sad AvatarStatusType. Angry AvatarStatusType.Confused AvatarStatusType. Unwell AvatarStatusType.Busy AvatarStatusType. IsLookingForHelp AvatarStatusT ype. WantT oChat AvatarStatusType. WantToPlayGame Examples me = LocalPlayer.GetPerson() if Person.GetAvatarStatusType( me ) == AvatarStatusType.Happy then DoSomethingHappy() end See Also • Person.GetMood Person.GetBehavior Brief Returns the name of the current behavior playing on the person. Definition string Person.GetBehavior( Person person ) Arguments person - The person to query. Return Values The name of the current behavior playing on the person. Description Returns the name of the current behavior playing on the person or nil if the behavior is a Plome internal behavior. For a list of Home's public behaviors see Person.SetBehavior. For post 1.40 behaviour, if the behaviour belongs to the calling script environment, will only specify the name. If the behaviour belongs to another object, that has allowed its behaviours to be public, then will specify the object id, as well as the name. For pre-1.40 behaviour. For the local player, will only return the name of the behaviour, but for remote persons, will return the fully qualified name (objectld:name) - this is for backwards compatibility. If the behaviour is a system public behaviour, will return the name only. Examples behaviorName = Person.GetBehavior( person ) See Also • Person.SetBehavior Person. GetBehaviorCategory Brief Returns the specified person's behavior state. Definition string|nil Person.GetBehaviorCategory( Person person ) Arguments person - The person to update. Return Values Returns the specified person's behavior state. Description Returns nil if in an internal behavior or be one of the following: "dancing'' "posing" ”sitting_on_floor" "sitting_on_seat" "standing" "moving" Behaviors should be catagorized into one of the above states. This function can be used to check if a person is dancing etc. without checking the animation behavior name. Examples ! if Person.GetBehaviorCategory( LocalPlayer.GetPerson() ) == 'dancing* then StartTheParty() | end See Also • Person.GetBehavior • Person.SetBehavior Person. GetBoneCount Brief Get the number of bones in the person's skeleton. Definition ! number Person.GetBoneCount(Person person) Arguments person - Person to query. Return Values Number of bones in the skeleton, or 0 if the skeleton is not available. Description Retrieves the number of bones/joints in the person's skeleton. If no skeleton is present or loaded, 0 is returned. Examples ! local boneCount = LocalPlayer.GetPerson():GetBoneCount() See Also Person.GetBonelndex Person.GetBonelndex Brief Find the index of a bone in the person's skeleton. Definition ! number Person.GetBonelndex(Person person, string boneName) Arguments person - Person to query.boneName - Name of bone to locate. Return Values The index of the bone in the skeleton (in range 1 - GetBoneCount()), or 0 if not found. Description Retrieves the index of the specified bone/joint in the person's skeleton. The index is 1 -based. If the bone cannot be found, or there is no skeleton attached or loaded, 0 is returned. Examples 1 local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") See Also • Person.GetBoneCount • Person.GetBoneLocalMatrix • Person.GetBoneWorldMatrix Person.GetBoneLocalMatrix Brief Get the local transform matrix for a bone in the skeleton. Definition ! Person.GetBoneLocalMatrix(Person person, string|number bone, Matrix44 result) Arguments person - Person to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. Return Values None. Description Retrieve the local-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by index will be more efficient if done more than once. Examples local mat = Matrix44.Create () LocalPlayer.GetPerson():GetBoneLocalMatrix("lefthand", mat) — or local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") LocalPlayer.GetPerson():GetBoneLocalMatrix(leftHandlndex, mat) See Also • Person. GetBoneWorldMatrix • Person.GetBonelndex Person.GetBoneWorldMatrix Brief Get the world transform matrix for a bone in the skeleton. Definition Person.GetBoneWorldMatrix(Person person, string|number bone, Matrix44 result) Arguments person - Person to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. Return Values None. Description Retrieve the world-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by index will be more efficient if done more than once. Examples local mat = Matrix44.Create () LocalPlayer.GetPerson():GetBoneWorldMatrix("lefthand", mat) — or local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") LocalPlayer.GetPerson():GetBoneWorldMatrix(leftHandlndex, mat) See Also • Person.GetBoneLocalMatrix • Person.GetBonelndex Person.GetCurrentAction Brief Returns the name of the current action the person is in, if any. Definition ! string Person.GetCurrentAction( Person person ) Arguments person - The person to query. Return Values Returns the name of the current action. Description If the person is not in an action nil is returned. Home internal actions will also return nil. For a list of Home public actions see Person.DoAction. Examples I actionName = Person.GetCurrentAction( LocalPlayer.GetPerson() ) See Also • Local Player. DoAction • LocalPlayer.IsDoingAction Person. GetGroundllserld Brief Return the userlD of the collision on which the person is standing. Definition ! number Person.GetGroundUserld( Person person ) Arguments person - The person to query Return Values The userlD. Description Return the userlD of the collision on which the person is standing. Check Person.IsOnGround before calling this function; if the person is not on the ground an error will occur. Examples ! if ( person:IsOnGround() ) then print( Person.GetGroundUserld( person ) ) | end See Also • Person.IsOnGround Person.GetHeight Brief Retrieve the avatar's height in meters. Definition ! number Person.GetHeight(Person person) Arguments person - the person to query. Return Values The height of the person's avatar in meters, or nil if the avatar is not yet loaded. Description The value returned is the height of the avatar when in the bind pose, given the current height settings, in meters. This will return nil if the avatar is currently a fallback. Examples ! if ( person:GetHeight() <1.0 ) then print ("Hello shorty") end See Also None Person.Getld Brief Returns the person's ID. Definition j string Person.GetId( Person person ) Arguments person - The person to query. Return Values The person's ID. Description Returns the person's ID. A person's ID value is unique per instance, but not across instances and is not persistent. That is, a person ID can be used within an instance to uniquely identify any person in that instance, but it should be assumed to be assigned at random to players entering the instance, and only valid while that player is in the instance. Players in another instance of the same scene will not be accessible by person ID. Players exiting and re-entering the instance will almost certainly be assigned a different person ID, but a person's ID will not change while they remain in the same instance. Examples me = LocalPlayer.GetPerson() if Person.GetId( me ) ~= LocalPlayer.GetPersonld() then print( "Oh no!" ) end See Also • LocalPlayer.GetPerson • LocalPlayer.GetPersonld Person.GetldsOfFriendsInlnstance Brief Returns a table of people IDs in the current instance that are friends. Definition string[] Person.GetldsOfFriendsInlnstance() Arguments None Return Values A table of person ID strings. Description Returns a table of person IDs in the current instance that are friends. Examples ! ids = Person.GetIdsOfFriendsInlnstance() ; numFriends = #ids j print( "There are " .. numFriends .. " friends in the instance." ) See Also None Person. GetldsOfRemotePeoplelnlnstance Brief Returns a table of all remote person IDs in the current instance. Definition string[] Person.GetldsOfRemotePeoplelnlnstance() Arguments None Return Values A table of person ID strings. Description Returns a table of person IDs for all remote avatars in the current instance. Examples ! ids = Person.GetIdsOfRemotePeoplelnlnstance() i numAvatars = #ids + 1 I print( "There are " .. numAvatars .. " avatars in the instance." ) See Also None Person.GetlnstanceSessionMasterld Brief Returns the current instance's session master Person ID. Definition string Person.GetlnstanceSessionMasterld() Arguments None Return Values A person ID of the session master or nil if not ready yet. Description Returns the current instance's session master Person ID. Each instance has a session master automatically assigned to it. When a new instance is created the first person in that instance will be the session master and if they leave then a new session master is chosen if other users are in the instance. Examples local sessionMasterld = Person.GetInstanceSessionMasterld() local sessionMaster = nil if sessionMasterld ~= nil then sessionMaster = Person.Findlnlnstance( sessionMasterld ) SendNetworkMessageToRequestlnstanceState( sessionMaster ) end See Also • User.GetSceneOwner Person. GetlnventoryltemObjectld Brief Obtain the object id of the currently deployed companion object. Definition ! string Person.GetInventoryltemObjectId(Person person) Arguments person - The person to query. Return Values The object ID of the deployed inventory item if present, and nil otherwise. Description Obtains the object id of the currently deployed companion object, or returns nil if one is not currently active. Examples if (Person.GetlnventoryltemObjectld(person) == "12345678-12345678-12345678-12345678") then isAllowedlntoMiniGame = true | end See Also None Person.GetLocalBounds Brief Retrieve the local-space bounds of a person. Definition ! boolean Person.GetLocalBounds(Person person, Vector4 min, Vector4 max) Arguments person - The person to query.min (out) - Vector4 value to receive the minimum extent.max (out) - Vector4 value to receive the maximum extent. Return Values True if the bounds were retrieved successfully, false if the person is not yet loaded. Description Get the local-space bounds of a person's model. This will reflect the user's clothing choices and height selection. If the person's avatar is not loaded, this function will return false. Examples local min = Vector4.Create () local max = Vector4.Create() if (LocalPlayer.GetPerson():GetLocalBounds(min, max)) then print("Local player avatar is", max:Y() - min:Y(), "metres tall") end See Also • Person.GetWorldBounds Person. GetMood Brief Returns the mood of the specified person. Definition MoodType Person.GetMood(Person person) Arguments person - the person to interrogate the mood value for. Return Values The enumerated value of the mood. Description The mood type is the facial animation that is used on the idling person. This is controlled by the user through the status option in the emotes menu. Different statuses can share the same mood, ie Confused and IsLookingForHelp statuses both use the same mood Confused. The enumerated type of MoodType is: MoodType.Neutral MoodType.Happy MoodType.Sad MoodType.Angry MoodType.Confused Examples if (person:GetMood() == MoodType.Sad) then print("Why the long face?") end See Also • Person. GetAvatarStatusType Person. GetName Brief Returns the person's Online ID. Definition string Person.GetName( Person person ) Arguments person - The person to query. Return Values The person's Online ID. Description Returns the person's Online ID, but only if you launch HomeDeveloper.self in online mode. If launching in offline mode, only the local player's Person will be accessible, and the function will return the string "Me". Examples ! me = LocalPlayer.GetPerson() i print( "My name is " .. Person.GetName( me ) ) See Also • LocalPlayer.GetPerson Person.GetPosition Brief Returns the position of the person. Definition Vector4 Person.GetPosition( Person person ) Person.GetPosition( Person person, Vector4 outVec ) Arguments person - The person to query.outVec - The Vector4 to store the result to. Return Values The position of the person. Description Returns a vector containing the position of the specified person. Examples ! me = LocalPlayer.GetPerson() print( "I am at: ", Person.GetPosition( me ) ) See Also Local Player.GetPerson Person.GetRigComponentObjectld Brief Returns the specified component type's object ID. Definition ! string Person.GetRigComponentObjectId( Person person, string componentType ) Arguments person - The person to query.componentType - The component type to search for. It is case sensitive. Return Values The component's object ID or nil if not found. Description Returns the specified component type's object ID. The component must be loaded to identity its type. Examples ! me = LocalPlayer.GetPerson() i types = Person.GetRigComponentTypes( person ) | print( 'type=* .. types[ 1 ] ' object id=' .. Person.GetRigComponentObjectId( person, types[ 1 ] ) ) See Also • Person.GetRigComponentTypes Person.GetRigComponentTypes Brief Returns a table of strings for the current rig's component types. Definition ! string[] Person.GetRigComponentTypes( Person person ) Arguments person - The person to query. Return Values Table of strings for the rig component types. Description Returns a table of strings for the current rig's component types. The rig must be loaded to obtain the information. Examples me = LocalPlayer.GetPerson() rigCompTypes = Person.GetRigComponentTypes( me ) if rigCompTypes ~= nil then for index, item in ipairs( rigCompTypes ) do print( 'type = ' .. item ) end end See Also • Person.GetRigComponentObjectld Person.GetRigField Brief Returns the value of the field and nil if not found Definition string|number|boolean Person.GetRigField( Person person, string field ) Arguments person - The person to query.field - The field to retrieve. Can be one of the following: "sex" (returns the string "male" or "female") Return Values The value of the field and nil if not found. Supported types are boolean, string and number. Description Returns the value of the field and nil if not found. The rig must be loaded to get the correct result. Examples me = LocalPlayer.GetPerson() | print( "My gender is " .. Person.GetRigField( me, "sex" ) ) See Also • LocalPlayer.GetPerson Person. GetRotationY Brief Returns the y-axis rotation of the person. Definition number Person.GetRotationY( Person person ) Arguments person - The person to query. Return Values The rotation in the y-axis of the person in degrees. Description Returns the rotation in the y-axis of the specified person in degrees. Examples i me = LocalPlayer.GetPerson() ! print( "My rotation is: " .. Person.GetRotationY( me ) ) See Also • LocalPlayer.GetPerson Person.GetUser Brief Returns the User object for this person. Definition User Person.GetUser( Person person ) Arguments person - The person to query. Return Values The User object for the specified person. Description Returns the User object attached to the specified person. Examples local user = person:GetUser() print(person:GetName() .. (user:IsFriend() and " is " or " is not ") .. "your friend!") See Also Person.GetVelocity Brief Returns the current velocity of the person. Definition Vector4 GetVelocity( Person person ) locity( Person person, Vector4 outVec ) Arguments person - the person to queryoutVec - The Vector4 to store the result in Return Values Returns the current velocity of the person specified if no outVec is supplied. Description Returns a vector containing the velocity of the person specified. Examples 1 local me = LocalPlayer.GetPerson() i elocity is: ", Person.GetVelocity( me ) ) See Also None Person.GetWidth Brief Retrieves the width factor of an avatar. Definition ! number Person.GetWidth(Person person) Arguments person - the person to query. Return Values The width factor of the person in the range [ -1, 1 ], or nil if the avatar isn't yet loaded and available. Description Return the width factor of the avatar, which is in the range -1 to 1, with -1 being thin, 0 being average, and 1 being fat. Examples 1 if ( Person.GetWidth() == 1) then BreakChair() end See Also None Person.GetWorldBounds Brief Retrieve the world-space bounds of a person. Definition boolean Person.GetWorldBounds(Person person, Vector4 min, Vector4 max) Arguments person - The person to query.min (out) - Vector4 value to receive the minimum extent.max (out) - Vector4 value to receive the maximum extent. Return Values True if the bounds were retrieved successfully, false if the person is not yet loaded. Description Get the world-space bounds of a person's model. This will reflect the user's clothing choices and height selection. If the person's avatar is not loaded, this function will return false. Examples local min = Vector4.Create () local max = Vector4.Create () if (LocalPlayer.GetPerson():GetWorldBounds(min, max)) then print("Local player avatar is", max:Y() - min:Y(), "metres tall") end See Also • Person.GetLocalBounds Person.HasLock Brief true if the person is locked by the calling Lua environment and false otherwise. Definition boolean Person.HasLock( Person person ) boolean Person.HasLock( Person person , number lockFeatures, boolean any = false ) Arguments person - the person to query.lockFeatures - specific lock features to test to see if they are locked by this lua environmentany - if lockFeatures is specified, then this parameter is used to indicate that if any of the features specified are locked, then return true otherwise will only return true if all the features specified are locked. Return Values true if the person is locked by the calling Lua environment and false otherwise. Description true if the person is locked by the calling Lua environment and false otherwise. Examples if Person.HasLock( person ) == true then Person.DoAction( person, "Clap" ) end See Also • Person.Lock • Person.Unlock • Person.IsLocked • Person.DoAction • Person.SetBehavior Person.InterpolatePosition Brief Allows the client to interpolate the position of the person in the frames between successive calls to InterpolatePosition. Definition ! Person.InterpolatePosition( Person person, Vector4 position, Vector4 velocity, number facingAngle, i number timeOffset = 0) Arguments person - the person to interpolate the position onposition - the position to use for the interpolationvelocity - the velocity to use for the interpolationfacinqAnqle - the anqle the person is facinqtimeOffset - the difference in time between the session clocks (in seconds) - if omitted then defaults to 0.0 Return Values None. Description The calling lua environment must have atleast a Transform lock on the person for the call to succeed This call will only work on NPC persons (will throw a Lua error for the the local player person). Examples person:InterpolatePosition( recvdPos, recvdVel, recvdAngle, timeOffset ) See Also • Person.Lock • Person.GetPosition • Person.GetVelocity Person.IsCollision Brief Reports whether the person's collision is enabled. Definition boolean Person.IsCollision( Person person ) Arguments person - the person to query. Return Values true if collision for the player is on and false otherwise. Description Reports whether the person's collision is enabled. Examples ! if Person.IsCollision( person ) then Person.EnableCollision( person, false ) | end See Also • Person.EnableCollision Person.IsLoaded Brief Indicates when a person's avatar is fully loaded and visible. Definition boolean Person.IsLoaded(Person person) Arguments person - The person to query. Return Values True if the person's avatar is fully loaded and ready, or false if still loading or invalid. Description When a person initially enters the scene, their avatar and associated components may still be loading in the background. Some functionality such as locking is not available until the avatar is ready, so this function can be used to query the loading state of the person. If the person object is invalid, this function will return false. Examples if (person:IsValid() and person:IsLoaded()) then if (not person:Lock(PersonLockType.All)) then print("Unable to get lock!") end end See Also • Person.IsValid Person.IsLocked Brief true if the person is locked by any lua environment and false otherwise. Definition ! boolean Person.IsLocked(Person person) Arguments person - the person to query. Return Values true if the person is locked by any lua environment and false otherwise. Description true if the person is locked by any lua environment and false otherwise. Examples if Person.IsLocked( person ) == true and Person.HasLock( person ) == false then print( ’Waiting to get the lock' ) | end See Also • Person.Lock • Person.Unlock • Person.HasLock • Person.DoAction • Person.SetBehavior Person. IsOnGround Brief Return whether the person is on the ground or not. Definition ! boolean Person.IsOnGround( Person person ) Arguments person - The person to query Return Values true if on the ground, false otherwise. Description Return whether the person is on the ground or not. Examples ! print( Person.IsOnGround( person ) ); See Also • Person.GetGroundllserld Person.IsRigUsingComponent Brief Returns true if the specified object is being used and false otherwise. Definition boolean Person.IsRigUsingComponent( Person person, string objectld ) Arguments person - The person to query.objectld - The object ID to test for its usage. Return Values true if the specified object is being used and false otherwise. Description Returns true if the specified object is being used and false otherwise. Does not require the specified object have have completed its loading for the function to succeed. Examples me = LocalPlayer.GetPerson() smartJacketId = "853B950D-ACF84EE7-920D819B-5A9A6C16" if Person.IsRigUsingComponent( me, smartJacketld ) then accessGranted = true end See Also • LocalPlayer.GetPerson Person.IsValid Brief Returns whether the handle to the person is valid or not. Definition boolean Person.IsValid( Person person ) Arguments person - The person to query. Return Values Returns whether the handle to the person is valid or not. Description Returns whether the handle to the person is valid or not. Invalid persons can be caused if the person leaves the scene while you still have a handle to that person. Examples if Person.IsValid( randomPerson ) == false then person = GetAnotherPerson() | end See Also • Person.Findlnlnstance • Person. IsLoaded Person.IsVisible Brief Return whether the person is visible or not to the user. Definition boolean Person.IsVisible( Person person ) Arguments None Return Values Return whether the person is visible or not Description If a user can see a Person in game this will return true, otherwise false. No lock is required since you are only querying the value. Examples Person.SetVisibile( person, true ); print( Person.IsVisible( person ) ); See Also • Person.Lock • Person.Unlock Person.Lock Brief Locks a combination of the person's animation, collision state, transform, label or chatbubbles so it can be controlled by script rather than network messages or pad input. Definition boolean Person.Lock( Person person, number lockType = nil ) Arguments person - the person to query.lockType - Can be one of the following or nil: PersonLockType. Animation PersonLockType.Transform PersonLockType.Collision PersonLockType. Visibility PersonLockType. Label PersonLockType.ChatBubbles PersonLockType. EmoteMenu PersonLockType. Wardrobe PersonLockType.Default = PersonLockType.Animation + PersonLockType.Transform + PersonLockType.Collision + PersonLockType.Visibility PersonLockType.All - all the lock types together If lockType is nil then PersonLockType.Default is used. Return Values True if the Lua environment was able to obtain the lock (or already has the lock) on the person, otherwise false. Description A Lua error is generated if the lockType passed in aren't one of the possible values above. Lua errors are also generated if PersonLockType.Label or PersonLockType.ChatBubbles is used when not in a minigame which supports it. A lock can only be obtained for people currently joined to the active game, and will be released automatically for all people when the local player quits the game. A script should not rely on this automatic behaviour however, and locks should be explicitly released as soon as they are no longer required. *NB To prevent a delay in character loading causing scripts to fail, always ensure that calls to Person.Lock() return true before using any functions which require a locked character. If the function returns false, wait for a short period and then attempt to lock the character again. This can be performed in a co-routine if necessary. 1.55 Added PersonLockType.Wardrobe. This lock type can only be used on the Local Player person, otherwise a Lua error is thrown. Examples — Example 1, locking specific types. Person.Lock( person, PersonLockType.Transform ) — Locked the transform Person.Lock( person, PersonLockType.Collision ) — Unlocked the transform and now locked the collision Person.Lock( person, PersonLockType.Collision + PersonLockType.Visibility ) — Now additionally locked the visibility — Example 2, locking transform, collision, animation and visibility, if Person.Lock ( person ) then Person.DoAction( person, "clap" ) end See Also • Person.Unlock • Person.IsLocked • Person.HasLock • Person.DoAction • Person.SetBehavior Person.ResetCurrentStatusText Brief Reset the status text to show in the over-head person label. Definition | Person.ResetCurrentStatusText( Person person ) Arguments person - The person to update. Return Values None. Description Reset the status text to show in the over-head person label. Examples me = LocalPlayer.GetPerson() j Person.ResetCurrentStatusText( me ) See Also • LocalPlayer.GetPerson Person.SetAnimReg Brief Sets the value of the specified animation register for the specified person. Definition ! Person.SetAnimReg(Person person, string registerName, number|boolean|string value) Arguments person - person to set the animation register for.registerName - the name of the animation register to set.value - the value to set the register (the type should agree with the register type). Return Values None. Description If the register doesn't exist or does not have Lua write access, or the value type and the register type don't match, then an error will be thrown. Examples person:SetAnimReg("myReg", 0.3) See Also • Person. GetAnimReg Person.SetBehavior Brief Sets the current behavior of the person Definition Person.SetBehavior( Person person, string behaviorName, number unlockPeriodSeconds = 0, boolean snapAnimation = false ) Person.SetBehavior( Person person, string behaviorName, number unlockPeriodSeconds, boolean snapAnimation, number unlockFeatures ) Arguments person - The Person to set the behavior onbehaviorName - The name of the behavior.unlockPeriodSeconds - if great than 0 then the animation lock on the person is automatically released after the period specified has elapsed. Defaults to 0.snapAnimation - if true, then removes blend from previous action/behavior (defaults false)unlockFeatures - only used if the unlockPeriodSeconds parameter is greater than 0. If omitted then defaults to releasing the locks that were set when Person.SetBehavior was called, otherwise will only release the locks specified. Return Values Error code. BehaviorError.None if everything was fine, BehaviorError.Invalid if the behavior cannot be set, BehaviorError.NotReady if the person is not ready for setting the behavior Description The following behaviors Home behaviors are available for use: sitjow sit_mid sit_high sit_low_recline sit_mid_recline standing Additionally, any behaviors defined by the developer within an objects repertoire are available for use by the developer. The animation must be locked by the calling lua environment otherwise a lua error is generated. If the behavior specified isn't recognised, then a lua error is thrown. Examples if Person.HasLock ( person ) == true then Person.SetBehavior( person, "sit_mid" ) end See Also • Person.Lock • Person.Unlock • Person. IsLocked Person.HasLock • Person.DoAction Person.SetCurrentStatusText Brief Set the status text to show in the over-head person label. Definition Person.SetCurrentStatusText( Person person, string text, bool persist = false ) Arguments person - The person to update.text - The status text to show in the over-head person label.persist - boolean which determines whether the text is displayed in picture captures. Return Values None. Description Set the status text to show in the over-head person label. The status text is used to indicate an activity that the user is currently partaking in. This function must not be used without first obtaining permission from your RHQ. Examples ! me = LocalPlayer.GetPerson() i Person.SetCurrentStatusText( me, "Racing!" ) See Also None Person.SetLabelText Brief Change the current text label displayed atop the avatar. Definition Person.SetLabelText( Person person, enumeration setting ) Arguments setting - the current setting to use for player labels. PersonLabelText.On PersonLabelText.Off PersonLabelText.Name Return Values None. Description With this function, a script can set the labels above a person to show full labels, just the name, or even switch them off. Please note: In order to use this function, the is_allowed_label_change property in the object's mini_game component must be set to true. Examples local person = LocalPlayer.GetPerson( ); if ( Person.Lock( person, PersonLockType.Label ) == true ) then Person.SetLabelText( person, PersonLabelText.Off ); end See Also • Person.Lock • Person.Unlock Person.SetPosition Brief Sets the position of the the person, assuming the calling Lua environment owns the lock (with transformation attribute) Definition SetPosition( Person person, Vector4 position ) Arguments position - the desired world position of the person Return Values None. Description The transform must be locked by the calling lua environment otherwise a lua error is generated. Examples ! Person.SetPosition( person, pos ) See Also • Person.Lock • Person.Unlock Person.SetRotationY Brief Sets the rotation in the (world) Y axis of the person. Definition Person.SetRotationY( Person person, number angle) Arguments person - The Person to set.angle - The world angle in degrees. Return Values None. Description The transform must be locked by the calling lua environment otherwise a lua error is generated. Examples I Person.SetRotationY( person, 180 ) See Also • Person.Lock • Person.Unlock Person.SetVisible Brief Sets the visibility of the the person. Definition ! Person.SetVisible( Person person, boolean enable ) Arguments enable - whether to switch visibility on or off for that person Return Values None. Description Sets the visibility of the the person. The visibility must be locked with visibility attribute PersonLockType.Visibility by the calling lua environment otherwise a lua error is generated. If the person is not valid the call is ignored. Examples I Person.SetVisible( person, false ) See Also • Person.Lock • Person.Unlock • Person.IsLocked • Person.HasLock Person.Unlock Brief Unlocks the features specified on the person. If all features are unlocked, then lock is released, allowing other Lua environments to get a lock. Definition Arguments person - the Person to unlock.unlockFlags - the features to unlock. If 0 is passed in will return false. Return Values A true return value only indicates that the features requested to be unlocked were unlocked, which may mean that other features are still locked and that the person is not yet free to be locked by another calling environment - Use if (Person.HasLock(person, PersonLockType.AII )==false) to verify if lock has been released on the person. 'Return value behaviour has changed for 1.45 - see history for previous behaviour. Description If all features are unlocked, it then allows other lua environments to lock the person. The features are: PersonLockType. Animation PersonLockType.Transform PersonLockType.Collision PersonLockType. Visibility PersonLockType. Label PersonLockType.ChatBubbles PersonLockType. EmoteMenu PersonLockType.Default = PersonLockType.Animation + PersonLockType.Transform + PersonLockType.Collision + PersonLockType.Visibility PersonLockType.AII - all the lock types together Examples Person.Unlock( person , PersonLockType.Animation + PersonLockType.Transform ) See Also • Person.Lock • Person.IsLocked • Person.HasLock • Person.DoAction • Person.SetBehavior