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Access

All Enumerations (Enums) are defined globally as tables. You can access their members directly using the Enum name, followed by either the dot (.) operator or the bracket ([]) operator and the desired value name.
Enum Usage Example
local draw_event_type = EventType.Draw; -- Dot Operator
local visuals_global_type = GlobalType["Visuals"]; -- Bracket Operator

Members

This section lists all globally defined Enumeration tables (Enums). These tables provide readable names for numerical constants, allowing you to access a constant value by using the Enum’s global name followed by its member name (e.g., EventType.Draw).

EventType

This enumeration lists the available event triggers that scripts can register functions to handle using the event.set function.
Draw
number
Triggered on each frame draw.
Tick
number
Triggered on tick fired (10ms).
Heartbeat
number
Triggered on heartbeat fired (1000ms).
Join
number
Triggered when a new entry is registered.
Leave
number
Triggered when a registered entry has left the game.
Unload
number
Triggered when all scripts or the software is unloaded.

GlobalType

This enumeration lists the available global section types that you can use with the menu.set_global and menu.get_global functions.
Ignore
number
Ignored miscellaneous section used for storing Alpha / Shift.
Assist
number
The assist section used for storing the Assist page globals.
PlayersEnemy
number
The enemy players section used for storing the Players->Enemies page globals.
PlayersFriends
number
The friend players section used for storing the Players->Friendlies page globals.
PlayersClient
number
The client players section used for storing the Players->Client page globals.
Players
number
The players section used for storing the Players page globals.
Visuals
number
The visuals section used for storing the Visuals page globals.
Misc
number
The misc section used for storing the Misc page globals.
Style
number
The style section used for storing the Style window globals.
Settings
number
The settings section used for storing the Config window globals.

ModelFlags

This enumeration defines various binary flags used to represent the current state or properties of a ModelObject for checking in Lua scripts. These flags can be checked against a ModelObject’s Flags property using the bitwise AND operator (&).
Visible
number
Flag indicating that the model is currently not transparent (Visible).
Godded
number
Flag indicating that the model is in a ‘God Mode’ or invulnerable state.
Ragdoll
number
Flag indicating that the model is currently in a ragdoll or collapsed physics state.
Forcefield
number
Flag indicating that the model is protected by a forcefield.
Undamaged
number
Flag indicating that the model has not yet taken any damage.
Dead
number
Flag indicating that the model is currently dead.
Tool
number
Flag indicating that the model is currently holding a tool.
Void
number
Flag indicating that the model is outside of the Workspace service (Primitive Nulled out).

EntryExclude

This enumeration defines flags used to specify which types of entries should be excluded or filtered when retrieving the entry list.
None
number
Does not exclude any entries; returns all entries regardless of their current state (e.g., even if they are in a removing state).
Valid
number
Excludes entries that are currently in a removing or invalid state, returning only actively loaded entries.
Model
number
Excludes entries that do not have an associated ModelObject, returning only entries with a ModelObject.
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