CyberM.elevators

Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server.

client runtime4 functionsMarkdown

all

GAME

CyberM.elevators.all()

Lists every replicated elevator state visible to the client.

Requires elevators.read; returns an empty array when the capability or backend is unavailable.

Returns

  • array of elevator snapshots

Registered in ResourceHost.cpp as LuaElevatorsAll (line 6724).

get

GAME

CyberM.elevators.get(id)

Reads one replicated elevator by CyberM ID.

Requires elevators.read. Elevator IDs are server-assigned and should be kept unchanged.

Parameters

  • idintegerrequired

Returns

  • table { id, revision, bucket, engineEntity, activeFloor, originFloor, targetFloor, floorCount, travelMs, remainingMs, flags, phase, position, streamed, applied }, or nil

Registered in ResourceHost.cpp as LuaElevatorGet (line 6723).

nearby

GAME

CyberM.elevators.nearby([radius])

Discovers streamed native elevators around the local player.

Requires elevators.read. Radius must be between 1 and 300 metres. Results distinguish unmanaged engine lifts from elevators already adopted by CyberM.

Parameters

  • radiusnumberoptionaldefault 100

Returns

  • array of { engineEntity, controllerEntity, position, distance, managed, floorCount, activeFloor, id }

Registered in ResourceHost.cpp as LuaElevatorsNearby (line 6725).

CyberM.elevators.request(id, floor, action)

Submits a floor request to the authoritative server.

Requires elevators.request. action is normally call or goto; the server validates the ID, floor, player bucket, range, state and policy.

Parameters

  • idintegerrequired
  • floorintegerrequired
  • actionstringrequired

Returns

  • true when submitted, otherwise false
  • reason

Registered in ResourceHost.cpp as LuaElevatorRequest (line 6726).

For agents and LLMs: this page as Markdown · llms.txt · llms-full.txt