--- a/LuaAPI.wiki Fri Feb 09 20:47:59 2018 +0000
+++ b/LuaAPI.wiki Fri Feb 09 20:50:12 2018 +0000
@@ -379,8 +379,8 @@
<code language="lua"> local gear = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
FindPlace(gear, true, 0, LAND_WIDTH)</code>
-=== <tt>!AddVisualGear(x, y, visualGearType, state, critical)</tt> ===
-This creates a new visual gear at position x,y (measured from top left) of kind `visualGearType` (see [VisualGearTypes Visual Gear Types]). The function returns the `uid` of the visual gear created. Set `critical` to `true` if the visual gear is crucial to game play. Use `false` if it is just an effect, and can be skipped when in fast-forward mode (such as when joining a room). A critical visual gear will always be created, a non-critical one may fail. Most visual gears delete themselves.
+=== <tt>!AddVisualGear(x, y, visualGearType, state, critical [, layer])</tt> ===
+This creates a new visual gear at position x,y (measured from top left) of kind `visualGearType` (see [VisualGearTypes Visual Gear Types]). The function returns the `uid` of the visual gear created. Set `critical` to `true` if the visual gear is crucial to game play. Use `false` if it is just an effect, and can be skipped when in fast-forward mode (such as when joining a room). A critical visual gear will always be created, a non-critical one may fail. Most visual gears delete themselves. You can set an optional `layer` to specify which visual gears get drawn on top.
Example: