While there are many ways to activate functions, buttons are a convenient way to activate sections of code at the player's choosing. All buttons must be attached to an object, and are created using parameters. The object we want to attach our button to is our checker, and those parameters are found on the Objects page in the Knowledge Base. Many are optional, here they are for reference. click_function = String --The name of the function which will activate when this button is pressed. function_owner = Object --Determines where the function that the button activates lives (global or an object's script). labels = String --The name on the button. position = Table --X, Y and Z coordinates for where the button appears, from the center of the object it is attached to. rotation = Table --Pitch, Roll and Yaw in degrees, relative to the object it is attached to. width = Number --How wide the button is, relative to the scale of its object. height = Number --How tall the button is, relative to the scale of its object. font_size = Number --Size of the text on the button, relative to the scale of its object.TablesTables in LUA are collections of entries. You can store most anything inside of a table and reference it later. All tables are indicated by curly brackets {}. You can reference entries in a table by a name or by an index number (what number entry it is, indexes start at 1 in LUA.). We will be creating a table right beneath where we established our GUIDs and then filling it with entries to use with the createButton(table) function. The name we are choosing for our table is button_paramitersbutton_parameters = {}. Mobile Legends Lua Script Pubg Lua Scrip The Sims™ Mobile Hack Mod Apk 10.1.0.158018 Download For Android (Unlimited SimCash & Simoleons) 3 COMMENTS.. I'm trying to set up a little Lua script to control the landing lights in the NGX, but I'm having trouble getting *any* Lua Recently got back into flight sims, .