BindableFunction Allow functions defined in one script to be called by another script 4 66 Invoke Causes the function assigned to OnInvoke to be called. Arguments passed to this function get passed to OnInvoke function. OnInvoke Should be defined as a function. This function is called when Invoke() is called. Number of arguments is variable. BindableEvent Allow events defined in one script to be subscribed to by another script 5 67 Fire Used to make the custom event fire (see Event for more info). Arguments can be variable length. Event This event fires when the Fire() method is used. Receives the variable length arguments from Fire(). TouchTransmitter Used by networking and replication code to transmit touch events - no other purpose false 3 37 ForceField Prevents joint breakage from explosions, and stops Humanoids from taking damage 3 37 PluginManager TeleportService Allows players to seamlessly leave a game and join another StudioTool Plugin PluginMouse Glue CollectionService JointsService BadgeService LogService AssetService A service used to set and get information about assets stored on the Roblox website. RevertAsset Reverts a given place id to the version number provided. Returns true if successful on reverting, false otherwise. SetPlacePermissions Sets the permissions for a placeID to the place accessType. An optional table (inviteList) can be included that will set the accessType for only the player names provided. The table should be set up as an array of usernames (strings). GetPlacePermissions Given a placeID, this function will return a table with the permissions of the place. Useful for determining what kind of permissions a particular user may have for a place. GetAssetVersions Given a placeID, this function will return a table with the version info of the place. An optional arg of page number can be used to page through all revisions (a single page may hold about 50 revisions). GetCreatorAssetID Given a creationID, this function will return the asset that created the creationID. If no other asset created the given creationID, 0 is returned. HttpService 101 HttpEnabled true Enabling http requests from scripts InsertService A service used to insert objects stored on the website into the game. GetCollection Returns a table for the assets stored in the category. A category is an setId from www.roblox.com that links to a set. <a href="http://wiki.roblox.com/index.php/GetCollection_(Method)" target="_blank">More info on table format</a>. <a href="http://wiki.roblox.com/index.php/Sets" target="_blank">More info on sets</a> Insert Inserts the Instance into the workspace. It is recommended to use Instance.Parent = game.Workspace instead, as this can cause issues currently. ApproveAssetId true Deprecated ApproveAssetVersionId true Deprecated GetBaseSets Returns a table containing a list of the various setIds that are ROBLOX approved. <a href="http://wiki.roblox.com/index.php/Sets" target="_blank">More info on sets</a> GetUserSets Returns a table containing a list of the various setIds that correspond to argument 'userId'. <a href="http://wiki.roblox.com/index.php/Sets" target="_blank">More info on sets</a> GetBaseCategories true Deprecated. Use GetBaseSets() instead. GetUserCategories true Deprecated. Use GetUserSets() instead. LoadAsset Returns a Model containing the Instance that resides at AssetId on the web. This call will also yield the script until the model is returned. Script execution can still continue, however, if you use a <a href="http://wiki.roblox.com/index.php/Function_Dump/Coroutine_Manipulationcoroutine" target="_blank">coroutine</a>. LoadAssetVersion Similar to LoadAsset, but instead an AssetVersionId is passed in, which refers to a particular version of the asset which is not neccessarily the latest version. Hat 3 45 LocalBackpack LocalBackpackItem MotorFeature Mouse Used to receive input from the user. Actually tracks mouse events and keyboard events. Hit The CoordinateFrame of where the Mouse ray is currently hitting a 3D object in the Workspace. If the mouse is not over any 3D objects in the Workspace, this property is nil. Icon The current Texture of the Mouse Icon. Stored as a string, for more information on how to format the string <a href="http://wiki.roblox.com/index.php/Content" target="_blank">go here</a> Origin The CoordinateFrame of where the Mouse is when the mouse is not clicking. Origin The CoordinateFrame of where the Mouse is when the mouse is not clicking. This CoordinateFrame will be very close to the Camera.CoordinateFrame. Target The Part the mouse is currently over. If the mouse is not currently over any object (on the skybox, for example) this property is nil. TargetFilter A Part or Model that the Mouse will ignore when trying to find the Target, TargetSurface and Hit. TargetSurface The NormalId (Top, Left, Down, etc.) of the face of the part the Mouse is currently over. UnitRay The Unit Ray from where the mouse is (Origin) to the current Mouse.Target. ViewSizeX The viewport's (game window) width in pixels. ViewSizeY The viewport's (game window) height in pixels. X The absolute pixel position of the Mouse along the x-axis of the viewport (game window). Values start at 0 on the left hand side of the screen and increase to the right. Y The absolute pixel position of the Mouse along the y-axis of the viewport (game window). Values start at 0 on the stop of the screen and increase to the bottom. Button1Down Fired when the first button (usually the left, but could be another) on the mouse is depressed. Button1Up Fired when the first button (usually the left, but could be another) on the mouse is release. Button2Down This event is currently non-operational. Button2Up This event is currently non-operational. Idle Fired constantly when the mouse is not firing any other event (i.e. the mouse isn't moving, nor any buttons being pressed or depressed). KeyDown Fired when a user presses a key on the keyboard. Argument is a string representation of the key. If the key has no string representation (such as space), the string passed in is the keycode for that character. Keycodes are currently in ASCII. KeyUp Fired when a user releases a key on the keyboard. Argument is a string representation of the key. If the key has no string representation (such as space), the string passed in is the keycode for that character. Keycodes are currently in ASCII. Move Fired when the mouse X or Y member changes. WheelBackward This event is currently non-operational. WheelForward This event is currently non-operational. ProfilingItem ChangeHistoryService RotateP RotateV ScriptContext Selection VelocityMotor Weld 20 34 TaskScheduler SetThreadShare true Deprecated StatsItem Snap FileMesh ClickDetector Raises mouse events for parent object 3 41 MaxActivationDistance The maximum distance a Player's character can be from the ClickDetector's parent Part that will allow the Player's mouse to fire events on this object. MouseClick Fired when a player clicks on the parent Part of ClickDetector. The argument provided is always of type Player. MouseHoverEnter Fired when a player's mouse enters on the parent Part of ClickDetector. The argument provided is always of type Player. MouseHoverLeave Fired when a player's mouse leaves the parent Part of ClickDetector. The argument provided is always of type Player. Clothing 0 Smoke Makes the parent part or model object emit smoke 3 59 Sparkles Makes the parent part or model object fantastic 3 42 Explosion 3 36 Creates an Explosion! This can be used as a purely graphical effect, or can be made to damage objects. BlastPressure How much force this Explosion exerts on objects within it's BlastRadius. Setting this to 0 creates a purely graphical effect. A larger number will cause Parts to fly away at higher velocities. BlastRadius How big the Explosion is. This is a circle starting from the center of the Explosion's Position, the larger this property the larger the circle of destruction. Position Where the Explosion occurs in absolute world coordinates. ExplosionType Defines the behavior of the Explosion. <a href="http://wiki.roblox.com/index.php/ExplosionType_(Enum)" target="_blank">More info</a> Fire Makes the parent part or model object emit fire 3 61 Color The color of the base of the fire. See SecondaryColor for more. Heat How hot the fire appears to be. The flame moves quicker the higher this value is set. SecondaryColor The color the fire interpolates to from Color. The longer a particle exists in the fire, the close to this color it becomes. Size How large the fire appears to be. Seat 3 35 Platform Equivalent to a seat, except that the character stands up rather than sits down. 3 35 SkateboardPlatform 3 35 VehicleSeat Automatically finds and powers hinge joints in an assembly. Ignores motors. 3 35 Tool 3 17 Flag 3 38 CanBeDropped If someone is carrying this flag, this bool determines whether or not they can drop it and run. TeamColor The Team this flag is for. Corresponds with the TeamColors in the Teams service. FlagStand 3 39 BackpackItem 0 Decal 4 7 Descibes a texture that is placed on one of the sides of the Part it is parented to. Face Describes the face of the Part the decal will be applied to. <a href="http://wiki.roblox.com/index.php/NormalId_(Enum)" target="_blank">More info</a> Shiny How much light will appear to reflect off of the decal. Specular How light will react to the surface of the decal. Transparency How visible the decal is. 1 is completely invisible, while 0 is completely opaque JointInstance 20 34 Message 11 33 StarterGui Hint true 11 33 IntValue 3 4 Stores a int value in it's Value member. Useful to share int information across multiple scripts. RayValue 3 4 Stores a Ray value in it's Value member. Useful to share Ray information across multiple scripts. IntConstrainedValue 3 4 Stores an int value in it's Value member. Value is clamped to be in range of Min and MaxValue. Useful to share int information across multiple scripts. MaxValue The maximum we allow this Value to be set. If Value is set higher than this, it automatically gets adjusted to MaxValue MinValue The minimum we allow this Value to be set. If Value is set lower than this, it automatically gets adjusted to MinValue DoubleConstrainedValue 3 4 Stores a double value in it's Value member. Value is clamped to be in range of Min and MaxValue. Useful to share double information across multiple scripts. MaxValue The maximum we allow this Value to be set. If Value is set higher than this, it automatically gets adjusted to MaxValue MinValue The minimum we allow this Value to be set. If Value is set lower than this, it automatically gets adjusted to MinValue BoolValue 3 4 Stores a boolean value in it's Value member. Useful to share boolean information across multiple scripts. CustomEvent 3 4 CustomEventReceiver 3 4 TextureTrail 3 4 FloorWire 3 4 Renders a thin cylinder than can be adorned with textures that 'flow' from one object to the next. Has basic pathing abilities and attempts to to not intersect anything. <a href="http://wiki.roblox.com/index.php/FloorWire_Guide" target="_blank">More info</a> CycleOffset Controls how the decals are positioned along the wire. <a href="http://wiki.roblox.com/index.php/CycleOffset_(Property)" target="_blank">More info</a> From The object the FloorWire 'emits' from StudsBetweenTextures The space between two textures on the wire. Note: studs are relative depending on how far the camera is from the FloorWire. Texture The image we use to render the textures that flow from beginning to end of the FloorWire. TextureSize The size in studs of the Texture we use to flow from one object to the next. To The object the FloorWire 'emits' to Velocity The rate of travel that the textures flow along the wire. WireRadius How thick the wire is. NumberValue 3 4 StringValue 3 4 Vector3Value 3 4 CFrameValue 3 4 Stores a CFrame value in it's Value member. Useful to share CFrame information across multiple scripts. Color3Value 3 4 Stores a Color3 value in it's Value member. Useful to share Color3 information across multiple scripts. BrickColorValue 3 4 Stores a BrickColor value in it's Value member. Useful to share BrickColor information across multiple scripts. ObjectValue 3 4 SpecialMesh 3 8 BlockMesh 3 8 CylinderMesh 3 8 BevelMesh false true DataModelMesh false Texture 4 10 Sound 1 11 play true Deprecated. Use Play() instead PlayOnRemove The sound will play when it is removed from the Workspace. Looped sounds don't play StockSound false -1 SoundService 50 31 AmbientReverb The ambient sound environment. May not work when using hardware sound DopplerScale The doppler scale is a general scaling factor for how much the pitch varies due to doppler shifting in 3D sound. Doppler is the pitch bending effect when a sound comes towards the listener or moves away from it, much like the effect you hear when a train goes past you with its horn sounding. With dopplerscale you can exaggerate or diminish the effect. DistanceFactor the relative distance factor, compared to 1.0 meters. RolloffScale Setting this value makes the sound drop off faster or slower. The higher the value, the faster volume will attenuate, and conversely the lower the value, the slower it will attenuate. For example a rolloff factor of 1 will simulate the real world, where as a value of 2 will make sounds attenuate 2 times quicker. Backpack 3 20 StarterPack 3 20 StarterGear 3 20 StarterGui 3 46 SetCoreGuiEnabled Will stop/begin certain core gui elements being rendered. See CoreGuiType for core guis that can be modified. GetCoreGuiEnabled Returns a boolean describing whether a CoreGuiType is currently being rendered. CoreGui false 46 ContextActionService A service used to bind input to various lua functions. BindActionToInputTypes Binds 'functionToBind' to fire when any 'inputTypes' happen. InputTypes can be variable in number and type. Types can be Enum.KeyCode, single strings corresponding to keys, or Enum.UserInputType. 'actionName' is a key used by many other ContextActionService functions to query state. 'createTouchButton' if true will create a button on screen on touch devices. This button will fire 'functionToBind'. SetTitle If 'actionName' key contains a bound action, then 'title' is set as the title of the touch button. Does nothing if a touch button was not created. No guarantees are made whether title will be set when button is manipulated. SetDescription If 'actionName' key contains a bound action, then 'description' is set as the description of the bound action. This description will appear for users in a listing of current actions availables. SetImage If 'actionName' key contains a bound action, then 'image' is set as the image of the touch button. Does nothing if a touch button was not created. No guarantees are made whether image will be set when button is manipulated. SetPosition If 'actionName' key contains a bound action, then 'position' is set as the position of the touch button. Does nothing if a touch button was not created. No guarantees are made whether position will be set when button is manipulated. UnbindAction If 'actionName' key contains a bound action, removes function from being called by all input that it was bound by (if function was also bound by a different action name as well, those bound input are still active). Will also remove any touch button created (if button was manipulated manually there is no guarantee it will be cleaned up). UnbindAllActions Removes all functions bound. No actionNames will remain. All touch buttons will be removed. If button was manipulated manually there is no guarantee it will be cleaned up. GetBoundActionInfo Returns a table with info regarding the function bound with 'actionName'. Table has the keys 'title' (current title that was set with SetTitle) 'image' (image set with SetImage) 'description' (description set with SetDescription) 'inputTypes' (tuple containing all input bound for this 'actionName') 'createTouchButton' (whether or not we created a touch button for this 'actionName'). GetAllBoundActionInfo Returns a table with all bound action info. Each entry is a key with 'actionName' and value being the same table you would get from ContextActionService:GetBoundActionInfo('actionName'). GetButton If 'actionName' key contains a bound action, then this will return the touch button (if was created). Returns nil if a touch button was not created. No guarantees are made whether button will be retrievable when button is manipulated. PointsService A service used to query and award points for Roblox users using the universal point system. PointsAwarded Fired when points are successfully awarded 'userId'. Also returns the updated balance of points for usedId in universe via 'userBalanceInUniverse', total points via 'userTotalBalance', and the amount points that were awarded via 'pointsAwarded'. This event fires on the server and also all clients in the game that awarded the points. AwardPoints Will attempt to award the 'amount' points to 'userId', returns 'userId' awarded to, the number of points awarded, the new point total the user has in the game, and the total number of points the user now has. Will also fire PointsService.PointsAwarded. Works with server scripts ONLY. GetPointBalance Returns the overall balance of points that player with userId has (the sum of all points across all games). Works with server scripts ONLY. GetGamePointBalance Returns the balance of points that player with userId has in the current game (all placeID points combined within the game). Works with server scripts ONLY. GetAwardablePoints Returns the number of points the current universe can award to players. Works with server scripts ONLY. MarketplaceService 46 PromptPurchase Will prompt 'player' to purchase the item associated with 'assetId'. 'equipIfPurchased' is an optional argument that will give the item to the player immediately if they buy it (only applies to gear). 'currencyType' is also optional and will attempt to prompt the user with a specified currency if the product can be purchased with this currency, otherwise we use the default currency of the product. GetProductInfo Takes one argument "assetId" which should be a number of an asset on www.roblox.com. Returns a table containing the product information (if this process fails, returns an empty table). PlayerOwnsAsset Checks to see if 'Player' owns the product associated with 'assetId'. Returns true if the player owns it, false otherwise. This call will produce a warning if called on a guest player. ProcessReceipt Callback that is executed for pending Developer Product receipts. If this function does not return Enum.ProductPurchaseDecision.PurchaseGranted, then you will not be granted the money for the purchase! The callback will be invoked with a table, containing the following informational fields: PlayerId - the id of the player making the purchase. PlaceIdWherePurchased - the specific place where the purchase was made. PurchaseId - a unique identifier for the purchase, should be used to prevent granting an item multiple times for one purchase. ProductId - the id of the purchased product. CurrencyType - the type of currency used (Tix, Robux). CurrencySpent - the amount of currency spent on the product for this purchase. PromptPurchaseFinished Fired when a 'player' dismisses a purchase dialog for 'assetId'. If the player purchased the item 'isPurchased' will be true, otherwise it will be false. This call will produce a warning if called on a guest player. UserInputService TouchEnabled Returns true if the local device accepts touch input, false otherwise. KeyboardEnabled Returns true if the local device accepts keyboard input, false otherwise. MouseEnabled Returns true if the local device accepts mouse input, false otherwise. TouchTap Fired when a user taps their finger on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the tap gesture. This event only fires locally. This event will always fire regardless of game state. TouchPinch Fired when a user pinches their fingers on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the pinch gesture. 'scale' is a float that indicates the difference from the beginning of the pinch gesture. 'velocity' is a float indicating how quickly the pinch gesture is happening. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. This event will always fire regardless of game state. TouchSwipe Fired when a user swipes their fingers on a TouchEnabled device. 'swipeDirection' is an Enum.SwipeDirection, indicating the direction the user swiped. 'numberOfTouches' is an int that indicates how many touches were involved with the gesture. This event only fires locally. This event will always fire regardless of game state. TouchLongPress Fired when a user holds at least one finger for a short amount of time on the same screen position on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. This event will always fire regardless of game state. TouchRotate Fired when a user rotates two fingers on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'rotation' is a float indicating how much the rotation has gone from the start of the gesture. 'velocity' is a float that indicates how quickly the gesture is being performed. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. This event will always fire regardless of game state. TouchPan Fired when a user drags at least one finger on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'totalTranslation' is a Vector2, indicating how far the pan gesture has gone from its starting point. 'velocity' is a Vector2 that indicates how quickly the gesture is being performed in each dimension. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. This event will always fire regardless of game state. TouchStarted Fired when a user places their finger on a TouchEnabled device. 'touch' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state. TouchMoved Fired when a user moves their finger on a TouchEnabled device. 'touch' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state. TouchEnded Fired when a user moves their finger on a TouchEnabled device. 'touch' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state. InputBegan Fired when a user begins interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state. InputChanged Fired when a user changes interacting via a Human-Computer Interface device (Mouse move, touch move, mouse wheel, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state. InputEnded Fired when a user stops interacting via a Human-Computer Interface device (Mouse button up, touch end, keyboard button up, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state. Sky 0 28 Motor 0 Humanoid 3 9 MoveTo Attempts to move the Humanoid and it's associated character to 'part'. 'location' is used as an offset from part's origin. Jump Sit TakeDamage Decreases health by the amount. Use this instead of changing health directly to make sure weapons are filtered for things such as ForceField(s). UnequipTools Takes any active gear/tools that the Humanoid is using and puts them into the backpack. This function only works on Humanoids with a corresponding Player. EquipTool Takes a specified tool and equips it to the Humanoid's Character. Tool argument should be of type 'Tool'. NameOcclusion Sets how to display other humanoid names to this humanoid's player. <a href="http://wiki.roblox.com/index.php/NameOcclusion_(Enum)" target="_blank">More info</a> Health How many hit points the Humanoid has. When this number reaches 0 or goes below 0, the Humanoid's character falls apart and will respawn. MaxHealth The maximum number of hit points a Humanoid's health can reach. If the Humanoid's health is set over this amount, the health gets set to this value. TargetPoint The location that the Humanoid is trying to walk to. BodyColors 0 Shirt 0 43 Pants 0 44 ShirtGraphic 0 40 Skin 0 DebugSettings false 0 FaceInstance false GameSettings false 0 GlobalSettings false 0 Item false 0 NetworkPeer false NetworkSettings false 0 PVInstance false CoordinateFrame true Deprecated. Use CFrame instead RenderSettings false 0 RootInstance false ServiceProvider false service true Use GetService() instead ProfilingItem false NetworkMarker false Hopper true Use StarterPack instead 0 Instance false Archivable Determines whether or not an Instance can be saved when the game closes/attempts to save the game. Note: this only applies to games that use Data Persistence, or Personal Build Servers. ClassName The string name of this Instance's most derived class. Parent The Instance that is directly above this Instance in the tree. GetDebugId false This function is for internal testing. Don't use in production code Clone Returns a copy of this Object and all its children. The copy's Parent is nil clone true Use Clone() instead isA true Use IsA() instead IsA Returns a boolean if this Instance is of type 'className' or a is a subclass of type 'className'. If 'className' is not a valid class type in ROBLOX, this function will always return false. <a href="http://wiki.roblox.com/index.php/IsA" target="_blank">More info</a> FindFirstChild Returns the first child of this Instance that matches the first argument 'name'. The second argument 'recursive' is an optional boolean (defaults to false) that will force the call to traverse down thru all of this Instance's descendants until it finds an object with a name that matches the 'name' argument. The function will return nil if no Instance is found. GetFullName Returns a string that shows the path from the root node (DataModel) to this Instance. This string does not include the root node (DataModel). children true Use GetChildren() instead getChildren true Use GetChildren() instead GetChildren Returns a read-only table of this Object's children Remove Deprecated. Use ClearAllChildren() to get rid of all child objects, or Destroy() to invalidate this object and its descendants true remove true Use Remove() instead ClearAllChildren Removes all children (but not this object) from the workspace. Destroy Removes object and all of its children from the workspace. Disconnects object and all children from open connections. Object and children may not be usable after calling Destroy. findFirstChild true Use FindFirstChild() instead AncestryChanged Fired when any of this object's ancestors change. First argument 'child' is the object whose parent changed. Second argument 'parent' is the first argument's new parent. DescendantAdded Fired after an Instance is parented to this object, or any of this object's descendants. The 'descendant' argument is the Instance that is being added. DescendantRemoving Fired after an Instance is unparented from this object, or any of this object's descendants. The 'descendant' argument is the Instance that is being added. Changed Fired after a property changes value. The property argument is the name of the property BodyGyro Attempts to maintain a fixed orientation of its parent Part 14 14 maxTorque The maximum torque that will be exerted on the Part D The dampening factor applied to this force P The power continually applied to this force cframe the cframe that this force is trying to orient its parent Part to. Note: this force only uses the rotation of the cframe, not the position. BodyPosition 14 14 maxForce The maximum force that will be exerted on the Part D The dampening factor applied to this force P The power factor continually applied to this force position The Vector3 that this force is trying to position its parent Part to. RocketPropulsion 14 14 A propulsion system that mimics a rocket BodyVelocity 14 14 maxForce The maximum force that will be exerted on the Part in each axis P The amount of power we add to the system. The higher the power, the quicker the force will achieve its goal. velocity The velocity this system tries to achieve. How quickly the system reaches this velocity (if ever) is defined by P. BodyAngularVelocity 14 14 maxTorque The maximum torque that will be exerted on the Part in each axis P The amount of power we add to the system. The higher the power, the quicker the force will achieve its goal. angularVelocity The rotational velocity this system tries to achieve. How quickly the system reaches this velocity is defined by P. BodyForce 14 14 When parented to a physical part, BodyForce will continually exert a force upon its parent object. force The continual force exerted on an object, defined in each axis. BodyThrust 14 14 force The power continually applied to this force location The Vector3 location of where to apply the force to. Hole 0 Feature 0 Teams This Service-level object is the container for all Team objects in a level. A map that supports team games must have a Teams service. <a href="http://wiki.roblox.com/index.php/Team" target="_blank">More info</a> 14 23 Team The Team class is used to represent a faction in a team game. The only valid location for a Team object is under the Teams service. <a href="http://wiki.roblox.com/index.php/Team" target="_blank">More info</a> 1 24 SpawnLocation 3 25 NetworkClient 3 16 NetworkServer 3 15 Script 3 6 LinkedScript This property is under development. Do not use LocalScript 4 18 A script that runs on clients, NOT servers. LocalScripts can only run when parented under the PlayerGui currently. NetworkReplicator 3 29 Model 10 2 A construct used to group Parts and other objects together, also allows manipulation of multiple objects. BreakJoints Breaks all surface joints contained within GetModelCFrame Returns a CFrame that has position of the centroid of all Parts in the Model. The rotation matrix is either the rotation matrix of the user-defined PrimaryPart, or if not specified then a part in the Model chosen by the engine. GetModelSize Returns a Vector3 that is union of the extents of all Parts in the model. MakeJoints Creates the appropriate SurfaceJoints between all touching Parts contrained within the model. Technically, this function calls MakeJoints() on all Parts inside the model. MoveTo Moves the centroid of the Model to the specified location, respecting all relative distances between parts in the model. ResetOrientationToIdentity Rotates all parts in the model to the orientation that was set using SetIdentityOrientation(). If this function has never been called, rotation is reset to GetModelCFrame()'s rotation. SetIdentityOrientation Takes the current rotation matrix of the model and stores it as the model's identity matrix. The rotation is applied when ResetOrientationToIdentity() is called. TranslateBy Similar to MoveTo(), except instead of moving to an explicit location, we use the model's current CFrame location and offset it. GetPrimaryPartCFrame Returns the cframe of the Model.PrimaryPart. If PrimaryPart is nil, then this function will throw an error. SetPrimaryPartCFrame Sets the cframe of the Model.PrimaryPart. If PrimaryPart is nil, then this function will throw an error. This also sets the cframe of all descendant Parts relative to the cframe change to PrimaryPart. makeJoints Use MakeJoints() instead true move true Use MoveTo() instead PrimaryPart A Part that serves as a reference for the Model's CFrame. Used in conjunction with GetModelPrimaryPartCFrame and SetModelPrimaryPartCFrame. Use this to rotate/translate all Parts relative to the PrimaryPart. Status 10 2 move true Use MoveTo() instead DataModel Workspace workspace true Deprecated. Use Workspace ShowMouse true Deprecated. Use Workspace.IsMouseCursorVisible IsLoaded Returns true if the game has finished loading, false otherwise. Check this before listening to the Loaded signal to ensure a script knows when a game finishes loading. Loaded Fires when the game finishes loading. Use this to know when to remove your custom loading gui. It is best to check IsLoaded() before connecting to this event, as the game may load before the event is connected to. get true Use GetObjects() instead SetPlaceID true Use SetPlaceId() instead SetCreatorID true Use SetCreatorId() instead HopperBin 24 22 Camera 5 5 CameraSubject Where the Camera's focus is. Any rotation of the camera will be about this subject. CameraType Defines how the camera will behave. <a href="http://wiki.roblox.com/index.php/CameraType_(Enum)" target="_blank">More info</a> CoordinateFrame The current position and rotation of the Camera. For most CameraTypes, the rotation is set such that the CoordinateFrame lookVector is pointing at the Focus. FieldOfView The current angle, or width, of what the camera can see. Current acceptable values are from 20 degrees to 80. Focus The current CoordinateFrame that the camera is looking at. Note: it is not always guaranteed that the camera is always looking here. GetRoll Returns the camera's current roll. Roll is defined in radians, and is stored as the delta from the camera's y axis default normal vector. SetRoll Sets the camera's current roll. Roll is defined in radians, and is stored as the delta from the camera's y axis default normal vector. Players 2 21 CharacterAutoLoads true Set to true, when a player joins a game, they get a character automatically, as well as when they die. When set to false, characters do not auto load and will only load in using Player:LoadCharacter(). players true Use GetPlayers() instead ReplicatedStorage 3 70 A container whose contents are replicated to all clients and the server. ReplicatedFirst 3 70 A container whose contents are replicated to all clients (but not back to the server) first before anything else. Useful for creating loading guis, tutorials, etc. RemoveRobloxLoadingScreen Removes the default Roblox loading screen from view. Call this when you are ready to either show your own loading gui, or when the game is ready to play. ServerStorage 3 69 A container whose contents are only on the server. ServerScriptService 3 71 A container whose contents should be scripts. Scripts that are added to the container are run on the server. Lighting 3 13 Responsible for all lighting aspects of the world (affects how things are rendered). GetMinutesAfterMidnight The number of minutes that the current time is past midnight. If currently at midnight, returns 0. Will return decimal values if not at an exact minute. GetMoonDirection Returns the lookVector (Vector3) of the moon. If this lookVector was used in a CFrame, the Part would face the moon. GetMoonPhase Currently always returns 0.75. MoonPhase cannot be edited. GetSunDirection Returns the lookVector (Vector3) of the sun. If this lookVector was used in a CFrame, the Part would face the moon. SetMinutesAfterMidnight Sets the time to be a certain number of minutes after midnight. This works with integer and decimal values. Ambient The hue of the global lighting. Changing this changes the color tint of all objects in the Workspace. Brightness How much global light each Part in the Workspace receives. Standard range is 0 to 1 (0 being little light), but can be increased all the way to 5 (colors start to be appear very different at this value). ColorShift_Bottom The hue of global lighting on the bottom surfaces of an object. ColorShift_Top The hue of global lighting on the top surfaces of an object. FogColor A Color3 value that changes the hue of distance fog. FogEnd The distance at which fog completely blocks your vision. This distance is relative to the camera position. Units are in studs FogStart The distance at which the fog gradient begins. This distance is relative to the camera position. Units are in studs. GeographicLatitude The latitude position the level is placed at. This affects sun position. <a href="http://wiki.roblox.com/index.php/GeographicLatitude_(Property)" target="_blank">More info</a> GlobalShadows Flag enabling shadows from sun and moon in the place OutdoorAmbient Effective ambient value for outdoors, effectively shadow color outdoors (requires GlobalShadows enabled) Outlines Flag enabling or disabling outlines on parts and terrain ShadowColor Color the shadows appear as. Shadows are drawn mostly for characters, but depending on the lighting will also show for Parts in the Workspace. Rendering settings can also affect if shadows are drawn. TimeOfDay A string that represent the current time of day. Time is in 24-hour clock format "XX::YY:ZZ", where X is hour, Y is minute, and Z is seconds. LightingChanged Fired whenever a property of Lighting is changed, or a skybox is added or removed. Skyboxes are of type 'Sky' and should be parented directly to lighting. TestService 100 68 DebuggerManager ScriptDebugger DebuggerBreakpoint DebuggerWatch Debris 10 30 A service that provides utility in cleaning up objects addItem true Use AddItem() instead AddItem Adds an Instance into the debris service that will later be destroyed. Second argument 'lifetime' is optional and specifies how long (in seconds) to wait before destroying the item. If no time is specified then the item added will automatically be destroyed in 10 seconds. MaxItems true Deprecated. No replacement Accoutrement 0 32 Player 1 12 CharacterAppearance false CameraMode An enum that describes how a Player's camera is allowed to behave. <a href="http://wiki.roblox.com/index.php/CameraMode_(Enum)" target="_blank">More info</a>. DataReady Read-only. If true, this Player's persistent data can be loaded, false otherwise. <a href="http://wiki.roblox.com/index.php/ROBLOX_Scripting_How_To:_Data_Persistence" target="_blank">Info on Data Persistence</a>. LoadCharacter true Loads in a new character for this player. This will replace the player's current character, if they have one. This should be used in conjunction with Players.CharacterAutoLoads to control spawning of characters. This function only works from a server-side script (NOT a LocalScript). playerFromCharacter true Use GetPlayerFromCharacter() instead SetUnder13 true WaitForDataReady true Yields until the persistent data for this Player is ready to be loaded. <a href="http://wiki.roblox.com/index.php/ROBLOX_Scripting_How_To:_Data_Persistence" target="_blank">Info on Data Persistence</a>. GetWebPersonalServerRank true Idled Fired periodically after the user has been AFK for a while. Currently this event is only fired for the *local* Player. "time" is the time in seconds that the user has been idle. Workspace 1 19 FindPartsInRegion3 Returns parts in the area defined by the Region3, up to specified maxCount or 100, whichever is less FindPartsInRegion3WithIgnoreList Returns parts in the area defined by the Region3, up to specified maxCount or 100, whichever is less FindPartOnRay Return type is (BasePart, Vector3) if the ray hits. If it misses it will return (nil, PointAtEndOfRay) FindPartOnRayWithIgnoreList Return type is (BasePart, Vector3) if the ray hits. If it misses it will return (nil, PointAtEndOfRay) BasePart A structural class, not creatable -1 false Color true Deprecated. Use BrickColor instead CFrame Contains information regarding the Part's position and a matrix that defines the Part's rotation. Can read/write. <a href="http://wiki.roblox.com/index.php/Cframe" target="_blank">More info</a> CanCollide Determines whether physical interactions with other Parts are respected. If true, will collide and react with physics to other Parts. If false, other parts will pass thru instead of colliding Anchored Determines whether or not physics acts upon the Part. If true, part stays 'Anchored' in space, not moving regardless of any collision/forces acting upon it. If false, physics works normally on the part. Elasticity A float value ranging from 0.0f to 1.0f. Sets how much the Part will rebound against another. a value of 1 is like a superball, and 0 is like a lead block. Friction A float value ranging from 0.0f to 1.0f. Sets how much the Part will be able to slide. a value of 1 is no sliding, and 0 is no friction, so infinite sliding. Locked Determines whether building tools (in-game and studio) can manipulate this Part. If true, no editing allowed. If false, editing is allowed. Material Specifies the look and feel the Part should have. Note: this does not define the color the Part is, see BrickColor for that. <a href="http://wiki.roblox.com/index.php/Material_(Enum)" target="_blank">More info</a> Reflectance Specifies how shiny the Part is. A value of 1 is completely reflective (chrome), while a value of 0 is no reflectance (concrete wall) ResizeIncrement Sets the value for the smallest change in size allowable by the Resize(NormalId, int) function. ResizeableFaces Sets the value for the faces allowed to be resized by the Resize(NormalId, int) function. Transparency Sets how visible an object is. A value of 1 makes the object invisible, while a value of 0 makes the object opaque. Velocity How fast the Part is traveling in studs/second. This property is NOT recommended to be modified directly, unless there is good reason. Otherwise, try using a BodyForce to move a Part. makeJoints Use MakeJoints() instead true MakeJoints Creates the appropriate SurfaceJoints with all parts that are touching this Instance (including internal joints in the Instance, as in a Model). This uses the SurfaceTypes defined on the surfaces of parts to create the appropriate welds. <a href="http://wiki.roblox.com/index.php/MakeJoints_(Method)" target="_blank">More info</a> BreakJoints Destroys SurfaceJoints with all parts that are touching this Instance (including internal joints in the Instance, as in a Model). GetMass Returns a number that is the mass of this Instance. Mass of a Part is immutable, and is changed only by the size of the Part. Resize Resizes a Part in the direction of the face defined by 'NormalId', by the amount specified by 'deltaAmount'. If the operation will expand the part to intersect another Instance, the part will not resize at all. Return true if the call is successful, false otherwise. getMass Use GetMass() instead true OutfitChanged true LocalSimulationTouched true Deprecated. Use Touched instead StoppedTouching Deprecated. Use TouchEnded instead TouchEnded Fired when the part stops touching another part Part A plastic building block - the fundamental component of ROBLOX 11 1 TrussPart An extendable building truss 12 1 WedgePart A Wedge Part 12 1 PrismPart A Prism Part false 12 1 PyramidPart A Pyramid Part false 12 1 ParallelRampPart A ParallelRamp Part false 12 1 RightAngleRampPart A RightAngleRamp Part false 12 1 CornerWedgePart A CornerWedge Part 12 1 PlayerGui A container instance that syncs data between a single player and the server. ScreenGui objects that are placed in this container will be shown to the Player parent only 13 46 GuiMain Deprecated, please use ScreenGui true 14 47 ScreenGui The core GUI object on which tools are built. Add Frames/Labels/Buttons to this object to have them rendered as a 2D overlay 14 47 StarterGui FunctionalTest Deprecated. Use TestService instead true 1 BillboardGui A GUI that adorns an object in the 3D world. Add Frames/Labels/Buttons to this object to have them rendered while attached to a 3D object 14 64 StarterGui Adornee The Object the billboard gui uses as its base to render from. Currently, the only way to set this property is thru a script, and must exist in the workspace. This will only render if the object assigned derives from BasePart. AbsolutePosition A read-only Vector2 value that is the GuiObject's current position (x,y) in pixel space, from the top left corner of the GuiObject. AbsoluteSize A read-only Vector2 value that is the GuiObject's current size (width, height) in pixel space. Active If true, this GuiObject can fire mouse events and will pass them to any GuiObjects layered underneath, while false will do neither. AlwaysOnTop If true, billboard gui does not get occluded by 3D objects, but always renders on the screen. Enabled If true, billboard gui will render, otherwise rendering will be skipped. ExtentsOffset A Vector3 (x,y,z) defined in studs that will offset the gui from the extents of the 3d object it is rendering from. PlayerToHideFrom Specifies a Player that the BillboardGui will not render to. StudsOffset A Vector3 (x,y,z) defined in studs that will offset the gui from the centroid of the 3d object it is rendering from SizeOffset A Vector2 (x,y) defined in studs that will offset the gui size from it's current size. Size A UDim2 value describing the size of the BillboardGui. More information on UDim2 is available <a href="http://wiki.roblox.com/index.php/UDim2" target="_blank">here</a>. Relative values are defined as one-to-one with studs. SurfaceGui tbd 14 64 StarterGui Adornee The Object the billboard gui uses as its base to render from. Currently, the only way to set this property is thru a script, and must exist in the workspace. This will only render if the object assigned derives from BasePart. Active If true, this GuiObject can fire mouse events and will pass them to any GuiObjects layered underneath, while false will do neither. Enabled If true, billboard gui will render, otherwise rendering will be skipped. GuiBase2d false AbsolutePosition A read-only Vector2 value that is the GuiObject's current position (x,y) in pixel space, from the top left corner of the GuiObject. AbsoluteSize A read-only Vector2 value that is the GuiObject's current size (width, height) in pixel space. InputObject An object that describes a particular user input, such as mouse movement, touches, keyboard, and more. UserInputType An enum that describes what kind of input this object is describing (mousebutton, touch, etc.). See Enum.UserInputType for more info. UserInputState An enum that describes what state of a particular input (touch began, touch moved, touch ended, etc.). See Enum.UserInputState for more info. Position A Vector3 value that describes a positional value of this input. For mouse and touch input, this is the screen position of the mouse/touch, described in the x and y components. For mouse wheel input, the z component describes whether the wheel was moved forward or backward. KeyCode An enum that describes what kind of input is being pressed. For types of input like Keyboard, this describes what key was pressed. For input like mousebutton, this provides no additional information. GuiObject false TweenPosition Smoothly moves a GuiObject from its current position to 'endPosition'. The only required argument is 'endPosition'. <a href="http://wiki.roblox.com/index.php/TweenPosition_(Method)" target="_blank">More info</a> TweenSize Smoothly translates a GuiObject's current size to 'endSize'. The only required argument is 'endSize'. <a href="http://wiki.roblox.com/index.php/TweenSize_(Method)" target="_blank">More info</a> TweenSizeAndPosition Smoothly translates a GuiObject's current size to 'endSize', and also smoothly translates the GuiObject's current position to 'endPosition'. The only required arguments are 'endSize' and 'endPosition'. <a href="http://wiki.roblox.com/index.php/TweenSizeAndPosition_(Method)" target="_blank">More info</a> Active If true, this GuiObject can fire mouse events and will pass them to any GuiObjects layered underneath, while false will do neither. BackgroundColor3 A Color3 value that specifies the background color for the GuiObject. This value is ignored if the Style property (not found on all GuiObjects) is set to something besides custom. BackgroundTransparency A number value that specifies how transparent the background of the GuiObject is. This value is ignored if the Style property (not found on all GuiObjects) is set to something besides custom. BorderColor3 A Color3 value that specifies the color of the outline of the GuiObject. This value is ignored if the Style property (not found on all GuiObjects) is set to something besides custom. BorderSizePixel A number value that specifies the thickness (in pixels) of the outline of the GuiObject. Currently this value can only be set to either 0 or 1, any other number has no effect. This value is ignored if the Style property (not found on all GuiObjects) is set to something besides custom. ClipsDescendants If set to true, any descendants of this GuiObject will only render if contained within it's borders. If set to false, all descendants will render regardless of position. Draggable If true, allows a GuiObject to be dragged by the user's mouse. The events 'DragBegin' and 'DragStopped' are fired when the appropriate action happens, and only will fire on Draggable=true GuiObjects. Size A UDim2 value describing the size of the GuiObject on screen in both absolute and relative coordinates. More information on UDim2 is available <a href="http://wiki.roblox.com/index.php/UDim2" target="_blank">here</a>. Position A UDim2 value describing the position of the top-left corner of the GuiObject on screen. More information on UDim2 is available <a href="http://wiki.roblox.com/index.php/UDim2" target="_blank">here</a>. SizeConstraint The direction(s) that an object can be resized in. <a href="http://wiki.roblox.com/index.php/SizeConstraint_(Enum)" target="_blank">More info</a>. ZIndex Describes the ordering in which overlapping GuiObjects will be drawn. A value of 1 is drawn first, while higher values are drawn in ascending order (each value draws over the last). BackgroundColor true Deprecated. Use BackgroundColor3 instead BorderColor true Deprecated. Use BorderColor3 instead DragBegin Fired when a GuiObject with Draggable set to true starts to be dragged. 'InitialPosition' is a UDim2 value of the position of the GuiObject before any drag operation began. DragStopped Always fired after a DragBegin event, DragStopped is fired when the user releases the mouse button causing a drag operation on the GuiObject. Arguments 'x', and 'y' specify the top-left absolute position of the GuiObject when the event is fired. MouseEnter Fired when the mouse enters a GuiObject, as long as the GuiObject is active (see active property for more detail). Arguments 'x', and 'y' specify the absolute pixel position of the mouse. MouseLeave Fired when the mouse leaves a GuiObject, as long as the GuiObject is active (see active property for more detail). Arguments 'x', and 'y' specify the absolute pixel position of the mouse. MouseMoved Fired when the mouse is inside a GuiObject and moves, as long as the GuiObject is active (see active property for more detail). Arguments 'x', and 'y' specify the absolute pixel position of the mouse. TouchTap Fired when a user taps their finger on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the tap gesture. This event only fires locally. This event will always fire regardless of game state. TouchPinch Fired when a user pinches their fingers on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the pinch gesture. 'scale' is a float that indicates the difference from the beginning of the pinch gesture. 'velocity' is a float indicating how quickly the pinch gesture is happening. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. TouchSwipe Fired when a user swipes their fingers on a TouchEnabled device. 'swipeDirection' is an Enum.SwipeDirection, indicating the direction the user swiped. 'numberOfTouches' is an int that indicates how many touches were involved with the gesture. This event only fires locally. TouchLongPress Fired when a user holds at least one finger for a short amount of time on the same screen position on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. TouchRotate Fired when a user rotates two fingers on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'rotation' is a float indicating how much the rotation has gone from the start of the gesture. 'velocity' is a float that indicates how quickly the gesture is being performed. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. TouchPan Fired when a user drags at least one finger on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'totalTranslation' is a Vector2, indicating how far the pan gesture has gone from its starting point. 'velocity' is a Vector2 that indicates how quickly the gesture is being performed in each dimension. 'state' indicates the Enum.UserInputState of the gesture. InputBegan Fired when a user begins interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally. InputChanged Fired when a user changes interacting via a Human-Computer Interface device (Mouse move, touch move, mouse wheel, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally. InputEnded Fired when a user stops interacting via a Human-Computer Interface device (Mouse button up, touch end, keyboard button up, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally. NotificationBox false NotificationObject false Frame A container object used to layout other GUI objects 15 48 StarterGui Style Determines how a frame will look. Uses Enum.FrameStyle. <a href="http://wiki.roblox.com/index.php/Framestyle" target="_blank">More info</a> ScrollingFrame A container object used to layout other GUI objects, and allows for scrolling. 15 48 StarterGui ScrollingEnabled Determines whether or not scrolling is allowed on this frame. If turned off, no scroll bars will be rendered. CanvasSize Determines the size of the area that is scrollable. The UDim2 is calculated using the parent gui's size, similar to the regular Size property on gui objects. CanvasPosition The absolute position the scroll frame is in respect to the canvas size. The minimum this can be set to is (0,0), while the max is the absolute canvas size - AbsoluteWindowSize. AbsoluteWindowSize The size in pixels of the frame, without the scrollbars. ScrollBarThickness How thick the scroll bar appears. This applies to both the horizontal and vertical scroll bars. Can be set to 0 for no bars render. TopImage The "Up" image on the vertical scrollbar. Size of this is always ScrollBarThickness by ScrollBarThickness. This is also used as the "left" image on the horizontal scroll bar. MidImage The "Middle" image on the vertical scrollbar. Size of this can vary in the y direction, but is always set at ScrollBarThickness in x direction. This is also used as the "mid" image on the horizontal scroll bar. BottomImage The "Down" image on the vertical scrollbar. Size of this is always ScrollBarThickness by ScrollBarThickness. This is also used as the "right" image on the horizontal scroll bar. ImageLabel A GUI object containing an Image 18 49 StarterGui Image Specifies the id of the texture to display. <a href="http://wiki.roblox.com/index.php/Image" target="_blank">More info</a> TextLabel A GUI object containing text 19 50 StarterGui TextColor true Deprecated. Use TextColor3 instead TextButton A GUI button containing text 17 51 StarterGui TextColor true Deprecated. Use TextColor3 instead TextBox A text entry box 17 51 StarterGui TextColor true Deprecated. Use TextColor3 instead GuiButton A GUI button containing an Image false 16 52 AutoButtonColor Determines whether a button changes color automatically when reacting to mouse events. Modal Allows the mouse to be free in first person mode. If a button with this property set to true is visible, the mouse is 'free' in first person mode. Style Determines how a button will look, including mouse event states. Uses Enum.ButtonStyle. <a href="http://wiki.roblox.com/index.php/ButtonStyle_(Enum)" target="_blank">More info</a> MouseButton1Click Fired when the mouse is over the button, and the mouse down and up events fire without the mouse leaving the button. MouseButton1Down Fired when the mouse button is pushed down on a button. MouseButton1Up Fired when the mouse button is released on a button. MouseButton2Click This function currently does not work :( MouseButton2Down This function currently does not work :( MouseButton2Up This function currently does not work :( ImageButton A GUI button containing an Image 16 52 StarterGui Image Specifies the asset id of the texture to display. <a href="http://wiki.roblox.com/index.php/Image" target="_blank">More info</a> Handles A 3D GUI object to represent draggable handles 19 53 ArcHandles A 3D GUI object to represent draggable arc handles 20 56 SelectionBox A 3D GUI object to represent the visible selection around an object 21 54 SurfaceSelection A 3D GUI object to represent the visible selection around a face of an object 21 55 Configuration An object that can be placed under parts to hold Value objects that represent that part's configuration 22 58 SelectionPartLasso A visual line drawn representation between two part objects 22 57 SelectionPointLasso A visual line drawn representation between two positions 22 57 PartPairLasso A visual line drawn representation between two parts. 22 57 Pose The pose of a joint relative to it's parent part in a keyframe 22 60 Keyframe One keyframe of an animation 22 60 Animation Represents a linked animation object, containing keyframes and poses. 22 60 AnimationTrack Returned by a call to LoadAnimation. Controls the playback of an animation on a Humanoid. 22 60 Stopped true This event is never raised AnimationController Allows animations to be played on joints of the parent object. 22 60 CharacterMesh Modifies the appearance of a body part. 22 60 Dialog An object used to make dialog trees to converse with players 22 62 DialogChoice An object used to make dialog trees to converse with players 22 63 Terrain Object representing a high performance bounded grid of static 4x4 parts true 0 65 GetCell Returns CellMaterial, CellBlock, CellOrientation GetWaterCell Returns hasAnyWater, WaterForce, WaterDirection SetWaterCell PointLight Makes the parent part emit light in a spherical shape 3 13 SpotLight Makes the parent part emit light in a conical shape 3 13 RemoteFunction Allow functions defined in one script to be called by another script across client/server boundary 4 66 RemoteEvent Allow events defined in one script to be subscribed to by another script across client/server boundary 5 67 TerrainRegion Object representing a snapshot of the region of terrain true 0 65 ModuleScript A script fragment. Only runs when another script uses require() on it. 5 66