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Lua_Folder_Structure#522315

<cat>Dev.GettingStarted</cat> The structure of the Lua folder can be confusing. This page tries to layout where script files should go. If a folder is not mentioned here, you should put your scripts into it unless you know what you are doing. If a folder is not mentioned here, you should not put your scripts into it unless you know what you are doing. > `lua/` (Same as `addons/<addonName>/lua/`) >> `autorun/` - all files are automatically loaded on Lua start, both clientside and serverside. >>> `client/` - Clientside only autorun scripts. >>> `server/` - Serverside only scripts. >> `postprocess/` - Run by client on startup, typically contains Sandbox Post Processing effects >> `skins/` - Derma skins >> `drive/` - <page>drive</page> system classes >> `matproxy/` - <page>matproxy</page> stuff >> `weapons/` - Scripts placed here will be automatically attempted to be loaded as weapons (<page>Structures/SWEP</page>) >>> `gmod_tool/stools/` - (Sandbox only) Scripts placed here will be automatically attempted to be loaded as tools (<page>Structures/TOOL</page>) >> `entities/` - Scripts placed here will be automatically attempted to be loaded as SENTs (<page>Structures/ENT</page>) >> `effects/` - Scripts placed here will be automatically attempted to be loaded as Lua effects (<page>util.Effect</page>) >> `vgui/` - Clientside folder for UI panels > `gamemodes/` >> `<gamemodename>/` - A folder containing gamemode files >>> `gamemode/` - Folder contains all gamemode files. `init.lua` and `cl_init.lua` __must__ exist in it. >>> `entities/` - Basically Lua folder that is only loaded when the gamemode is. Subfolders are exactly the same as mentioned above.