Methods
Functions that require self to function - Methods / Namecalls example: "a:b()" where "a" would be self. This would be the same as "a.b(a)"
WrapObject
With this function you can wrap parts, NPCs and players.
For Players:
- The parsed Object
must be an instance of class type Player.
For Parts:
- The parsed Object
must be a part, or a model with an available PrimaryPart
.
For NPCs:
- The parsed Object
can be a part or a model, the script checks its parent or children for any humanoids. Note: The health bar and head dot visual will only apply to NPCs.
This function wraps the specified Object
in parameter #1 which displayable name (for the ESP text) can be modified by attaching an optional Pseudo Name
in parameter #2. You can also choose which visuals get rendered by parsing a table, Allowed Visuals
in parameter #3 which follows the following format:
Any unspecified values will be counted as set to true
, meaning you can disable only the visuals you choose, example:
And as for the Render Distance
, parameter #4 if set to nil the value would be set to infinity automatically, this parameter declares if the visual object will be rendered or not if the player is in the specified radius / distance of the object, if not, the visuals will be temporarily disabled until the user meets the allowed radius distance again.
UnwrapAll
This function unwraps every wrapped object in the script's environment (players, dummies and parts) and removes the rendered crosshair (if there is one). This function will return a result once it is done with everything which means you can yield your code until you get a response.
Restart
Performs a quick unwrap & wrap on the already wrapped entries in the environment. Note: This function rewrites every entry's hash.
Exit
Unwraps every wrapped object, removes the rendered crosshair (if there is one) and unloads the module from the script executor's environment. Technically, this function is used for unloading the module.
LoadConfiguration
Sets the current settings to the the stored configuration at the specified path found in the developer settings (ExunysDeveloperESP.DeveloperSettings.Path
).
Both this and the SaveConfiguration
functions use Exunys' Config Library which requires you to have some functions like readfile
, writefile
, delfile
etc.
SaveConfiguration
Saves the developer settings, settings and properties tables from the environment as a .cfg
format (the tables are in JSON format) in the specified path in developer settings.
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