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| − | ==createScreenshot==
| + | #REDIRECT [[Global Command: createScreenshot]] |
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| − | <div class="command-min-version-info">Available since: <span class="command-min-version">v3.7</span></div>
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| − | <div class="command-doc">Creates a new screenshot which is either used for a savegame or stored to a file.</div>
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| − | Lua Syntax:
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| − | <pre class="command-syntax">createScreenshot( [saveTo], {flags=1,
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| − | clear = true|false})</pre>
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| − | ===Arguments===
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| − | ====saveTo====
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| − | :'''"string"''' - If specified the screenshot will be saved to the given path. Otherwise the screenshot will be used for the next savegame(s), as long as a new screenshot is created or the current screenshot is cleared. If a screenshot for a savegame was created before it will be overwritten by the new screenshot.
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| − | ===Flags===
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| − | ====clr/clear====
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| − | :If true the screenshot will be cleared. Default value is false. If the screenshot is cleared it will be generated automatically by the engine again, everytime the scene is changed from a playable scene to a menu.
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| − | ===Return Values===
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| − | None.
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| − | ===Examples===
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| − | Example 1: basic save screenshot (if a file with the same name exists it will be automatically overwritten)
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| − | <syntaxhighlight>
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| − | -- save to "screenshots" folder as "filename.png"
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| − | createScreenshot("screenshots/filename.png")
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| − | </syntaxhighlight>
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| − | Example 2: save screenshot with both file name + time stamp
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| − | <syntaxhighlight>
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| − | -- add this as an execute script action inside of a key input; change filename to whatever you like
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| − | -- save to "screenshots" folder as "filename_(date)_(time).png
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| − | local time = os.date("%Y-%m-%d_%Hh-%Mm-%Ss")
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| − | createScreenshot("screenshots/filename_" .. time .. ".png")
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| − | </syntaxhighlight>
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