Events & Triggers
Learn what an event is, how hat blocks listen for things happening in your world, and the full list of events you can react to.
Behaviors & Scopes
How your world's logic is organised into behaviors, what room and object scope mean, and how to take a script from draft to live.
The Grid & Positions
How Hideout worlds are laid out as a grid: tiles, coordinates, vectors, and compass rotations: and how to grab a spot with the coordinate picker.
Areas
An area is a rectangle of floor you draw from two corners: perfect for trigger zones, finish lines, and "is anyone standing here?" checks.
Players
In scripts a "player" is a handle to a real person in your room: learn the triggering player, reading their name and position, and thinking per-player.
Variables
Variables are labelled boxes that remember things like scores, flags, and who did what. Learn the two scopes and how to set and get values.
Values & Types
How values flow between blocks, why shapes and colours matter, what grey shadow blocks are, and how to turn anything into text.
NPCs
How to spawn, move, and talk through scripted puppet NPCs, and how they differ from the AI characters that think for themselves.
Groups & Lists
How to grab many players at once with groups, store many things with lists, and run an action across a whole crowd.
Conditions & Logic
Make your world make decisions with the if/else block, comparing values, and combining yes/no answers with and, or, and not.
Functions
Functions let you name a group of blocks once and reuse it anywhere, so you don't repeat yourself.
Timers, Loops & Waits
How scripts handle time (waiting, repeating, looping over lists, and running on a clock) and why scripts react to events instead of running every frame.
HUD & Cinematics
Put scores and timers on the screen, and add movie-style flourishes like confetti, camera shake, fades, weather, and dramatic NPC dialog.
Publishing & Limits
How to take a script live (draft, publish, enable) and the friendly runtime limits that keep your room fast and safe.