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API:LoadingScreenGetCurrentData

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Revision as of 19:46, 16 October 2026 by Maintenance script (talk | contribs) (UI Lua API import (WAR 1.4.8))
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UI Lua API · Pregame functions
Version: WAR 1.4.8

Returns information about the current loading screen: the zone or scenario being loaded and the texts to show.

loadingData = LoadingScreenGetCurrentData()

Arguments

None.

Returns

loadingData
table – A table with these fields:
Key Type Meaning
screenDefId number Loading screen definition. 0 when the client has no definition for the load. The stock UI only uses its zone or scenario screens when this is not 0.
zoneId number Zone being loaded. The stock UI passes it to GetZoneName.
scenarioId number Scenario being loaded, 0 for none. The stock UI passes it to GetScenarioName.
realmId number – (0 when there is no screen definition)
raceId number 0 when there is no screen definition. The stock UI uses it to pick a racial divider image.
zoneText wstring Zone description text from the client's loading screen strings.
tipText wstring Tip text from the client's loading screen strings.

Details

  • The values are the client's current loading screen state. A new table is built on every call.
  • If the loading screen string collections are not loaded, zoneText and tipText are empty.

Errors

None.

Example

From ea_loadingscreen/source/loadingscreen.lua:

local loadingData = LoadingScreenGetCurrentData()
-- ...
elseif( loadingData.scenarioId ~= 0 and (loadingData.screenDefId ~= 0) )
then
    EA_Window_LoadingScreen.activeMode = EA_Window_LoadingScreen.MODE_SCENARIO_ENTER

-- Otherwise use the standard zone screen if we have data
elseif( (loadingData.zoneId ~= 0) and (loadingData.screenDefId ~= 0) )
then
   EA_Window_LoadingScreen.activeMode = EA_Window_LoadingScreen.MODE_STANDARD_ZONE

From ea_loadingscreen/source/standardloadingscreen.lua:

LabelSetText( textContainerName.."ZoneDescText", loadingData.zoneText )
LabelSetText( textContainerName.."TipText", loadingData.tipText )

See also