Namespaces
All API namespaces and what each one is for.
Namespace functions are called with ., for example render.text(...). Each namespace has its own page.
| Namespace | Purpose |
|---|---|
timer | Per-script timers: timer.delay, timer.every, timer.cancel, timer.realtime and the frame-aligned scheduling rules. |
notify | notify.show: display a menu notification. |
utils | Random numbers from the engine stream, the license user name, the script file name and self-unload. |
globals | Read-only live game values: realtime, curtime, frametime, framecount, tickcount, tickfraction, tickinterval and maxplayers. |
clipboard | Read and write the Windows clipboard as UTF-8 text. |
console | Queue console commands, look up console variables and commands by name, and iterate the console registry. |
memory | Raw native access: pattern scans, CreateInterface, exports, and binding virtual or pattern-located functions through FFI. |
panorama | Run JavaScript in Panorama panels with panorama.loadstring and read Panorama globals from Lua. |
input | Keyboard and mouse state per rendered frame: key and button checks, cursor position, delta, wheel and virtual-key codes. |
fs | File operations relative to the script's data directory: read, write, append, exists, remove, mkdir, list and path restrictions. |
render | 2D and world-space drawing: text, lines, rectangles, circles, polygons, clipping, textures and screen queries, and when drawing is available. |
particles | Create and control game particle effects: particles.create, PATTACH_* attachments, control points, paths and effect lifetime. |
esp | Register custom ESP Builder elements: element spec, slots, settings, render and value callbacks, element handles, errors and saved settings. |
engine | Game state and level queries, local HUD chat output, sound playback and netvar offsets. |
trace | World traces through the game's physics query: trace.line, trace.shape and trace.bullet. |
entitylist | Find entities: local pawn and controller, lookups by handle or index, class lists, pawns, controllers and game rules. |
