05-05-2008, 09:55 PM | #1 |
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Need help with my .lua
Ok so from everything I can see, this .lua should be working. There aren't any errors that I can tell that would be messing it up, but for some reason NOTHING is working...
Essentially NOTHING works...like at all. I have tried deleting the existing .lua and re-saving a new one, but that didn't work. And it's not my map / triggers b/c they are firring (using developer 2 I can see it going off) they just aren't being directed to do what they should via the .lua. Idk if anyone has any idea what I can try I would appreciate it. If I can get this working I have one last thing to do and the map will be completed... conc_school.lua conc_school Compile Log 5/5/08 Thanks
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05-05-2008, 10:01 PM | #2 |
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All of those things listed are what happens to a map WITHOUT a lua. That means you have some sort of syntax wrong in your lua file so it's just not reading it at all. I'll look over it but can't guarantee I'll find anything.
EDIT: kMancannon needs to be kManCannon Don't know if that's everything yet. Last edited by Jester; 05-05-2008 at 10:08 PM. |
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05-05-2008, 10:14 PM | #3 |
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I know...that's why I'm confused.
The syntax shit is definitely helpful...I sometimes miss shit b/c I know what it should say so I miss shit like that. Let me know if you see anything else that could be messing it up. I won't be off until 5pm MST but I'll fix that and see if that helps it at all.
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05-05-2008, 10:20 PM | #4 |
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Did some deductive reasoning and found out it's somewhere in the endzone code. Running tests on my own map 'til I find the fix.
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05-05-2008, 10:24 PM | #5 |
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sweet thnx
That code is taken from the base_conc.lua but I edited out the "race" code portion and changed some of the values of pts and shit to allow for more balanced and awarding things. Let me know what you find.
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05-05-2008, 10:30 PM | #6 |
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Ok what happened is you took that part of the code out of a part of code with alot of if's and end's and you left an extra end in there . Just take out one of the end's in the endzone entity part and fix kManCannon and it works fine.
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05-05-2008, 10:35 PM | #7 |
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Sweet...thank you!
I'll check it out once I get home!
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05-05-2008, 11:54 PM | #8 |
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OMG!
Is it done yet?! =D |
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05-06-2008, 12:00 AM | #9 |
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lol well if in fact this works...then I just need to add in a player clips, make sure the models are all non-solid, and some quick displacement work on the corners and yeah!
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05-06-2008, 12:51 AM | #10 |
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.lua is working! Thanks a ton Jester!
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05-06-2008, 06:59 PM | #11 |
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when testing your map, look in console for LUA errors, it'll tell you what line number in the LUA is screwed
EDIT: sometimes it'll even tell you whats wrong with the LUA
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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05-06-2008, 07:10 PM | #12 |
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yeah...I didn't even think of the console.
So the .lua is working, but the resupply zone still isn't giving me concs and removing ammo. Haven't checked the console yet, but I will when i go home for lunch (20min or so)... One thing that might be messing it up is the player:AddAmmo. Does player:AddAmmo ( ) work just as well or better for removing ammo ie: Code:
player:AddAmmo( Ammo.kNails, -400 ) or is it better to use player:RemoveAmmo ie: Code:
player:RemoveAmmo( Ammo.kNails, self.nails) And when making the trigger, do I need to put a small room size trigger around every room, or can I just surround the entire map in the resupplyzone trigger_ff_script and call it good since all jumps need it anyway.
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05-06-2008, 07:50 PM | #13 |
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Generally both functions work just as well as each other, but to be safe you can use RemoveAmmo for removing only:
Code:
player:RemoveAmmo( Ammo.kNails, 400 ) player:RemoveAmmo( Ammo.kManCannon, 1 ) It's never a good idea to wrap your entire map in anything, but I'm not sure how it works with a trigger since it is not rendered. |
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05-06-2008, 08:16 PM | #14 |
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hm...so I tried it with both add and remove and the trigger is definitely being fired, but it is not doing anything:
Code:
(25.47) output: (trigger_ff_script,location_0) -> (location_0,OnTrigger)() (25.47) output: (trigger_ff_script,resuplyzone) -> (resuplyzone,OnTrigger)() unhandled input: (OnTrigger) -> (trigger_ff_script,location_0) unhandled input: (OnTrigger) -> (trigger_ff_script,resuplyzone) Firing: (game_playerdie) (25.56) output: (trigger_ff_script,resuplyzone) -> (resuplyzone,OnEndTouch)() (25.56) output: (trigger_ff_script,resuplyzone) -> (resuplyzone,OnEndTouchAll)() (25.56) output: (trigger_ff_script,location_0) -> (location_0,OnEndTouch)() (25.56) output: (trigger_ff_script,location_0) -> (location_0,OnEndTouchAll)() unhandled input: (OnEndTouch) -> (trigger_ff_script,resuplyzone) unhandled input: (OnEndTouchAll) -> (trigger_ff_script,resuplyzone) unhandled input: (OnEndTouch) -> (trigger_ff_script,location_0) unhandled input: (OnEndTouchAll) -> (trigger_ff_script,location_0) any idea why it's not taking, the location is working fine but for some reason the resuplyzone part isn't.
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05-06-2008, 08:18 PM | #15 |
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Because it's called resupplyzone(correct spelling) in your .lua and you have it called resuplyzone(1 less p) in your map.
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05-06-2008, 08:29 PM | #16 |
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lmfao...that would do it.
thanks, I hate errors like that b/c I always miss them. I know what it should say so when I look at it, it looks correct.
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