Environment Functions
Get Global Environment
<table> getgenv(<void>)
Returns the environment that will be applied to each script ran by Synapse.
Get Environment
<table> getrenv(<void>)
Returns the global environment for the LocalScript state.
Get Registry
<table> getreg(<void>)
Returns the Lua registry.
Get Garbage Collection
<table> getgc(<bool?> include_tables)
Returns all functions and userdata values within the GC. Passing true
will also return tables.
Get Instances
<table<Instance>> getinstances(<void>)
Returns a list of all instances within the game.
Get Nil Instances
<table<Instance>> getnilinstances(<void>)
Returns a list of all instances parented to nil
within the game.
Get Scripts
<table<union<LocalScript, ModuleScript>>> getscripts(<void>)
Returns a list of all scripts within the game.
Get Loaded Modules
<table<ModuleScript>> getloadedmodules(<void>)
Returns all ModuleScripts loaded in the game.
Get Connections
<table<Connection>> getconnections(<ScriptSignal> obj)
Gets a list of connections to the specified signal. You can do the following operations on a Connection: | Example | Description | |-----------|-------------------------------------------| |.Function | The function connected to the connection | |.State | The state of the connection | |:Enable | Enables the connection | |:Disable | Disables the connection | |:Fire | Fires the connection |
Example
for i, connection in pairs(getconnections(workspace.ChildAdded)) do
connection:Disable()
end
Fire Signal
<void> firesignal(<ScriptSignal> Signal, <variant> Args...)
Fires all the connections connected to the signal Signal
with Args
.
Fire Click Detector
<void> fireclickdetector(<ClickDetector> Detector, <number> Distance)
Fires the designated ClickDetector
with provided Distance
. If Distance
isn't provided, it will default to 0.
Fire Proximity Prompt
<void> fireproximityprompt(<ProximityPrompt> Prompt, <number> Distance)
Fires the designated ProximityPrompt
.
Fire Touch Interest
<void> firetouchinterest(<Instance> Part, <BasePart> ToTouch, <uint> Toggle)
Fakes a .Touched event to ToTouch
with Part
. The Toggle
argument must be either 0 or 1 (for fire/un-fire).
Note: The ToTouch
argument must have a child with class TouchTransmitter
in order for this function to work.
Is Network Owner
<bool> isnetworkowner(<BasePart> Part)
Returns true
if the Part is owned by the player.
Get Hidden Property
<variant> gethiddenproperty(<Instance> Object, <string> Property)
Returns the hidden property Property
from Object
. Errors if the property does not exist.
Set Hidden Property
<void> sethiddenproperty(<Instance> Object, <string> Property, <variant> Value)
Sets the hidden property Property
with Value
from Object
. Errors if the property does not exist.
Set Simulation Radius
<void> setsimulationradius(<uint> SimulationRadius, <uint?> MaxSimulationRadius)
Sets the player's SimulationRadius. If MaxSimulationRadius
is specified, it will set that as well.