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Old 05-05-2008, 08:55 PM   #1
Dr.Satan
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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...
  • My map still allows blue, red, green, and yellow.
  • The team names are not what I have defined them as.
  • When I pick a team there are initially no classes available (I have to use cr_scout 1 to activate them)
  • Conc effect is still in.
  • fullresuply doesn't work anywhere.
  • NONE of my locations (juggle or base) are working at all.

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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Old 05-05-2008, 09:01 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 09:08 PM.
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Old 05-05-2008, 09:14 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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Old 05-05-2008, 09:20 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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Old 05-05-2008, 09:24 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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Old 05-05-2008, 09:30 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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Old 05-05-2008, 09:35 PM   #7
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Sweet...thank you!

I'll check it out once I get home!
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Old 05-05-2008, 10:54 PM   #8
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OMG!

Is it done yet?! =D
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Old 05-05-2008, 11:00 PM   #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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Old 05-05-2008, 11:51 PM   #10
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.lua is working! Thanks a ton Jester!
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Old 05-06-2008, 05:59 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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Old 05-06-2008, 06:10 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 )
would this remove the nails

or is it better to use player:RemoveAmmo ie:
Code:
player:RemoveAmmo( Ammo.kNails, self.nails)
Essentially since it's a concmap, so I see no reason why the player even needs any other ammo. And specifically k.ManCannon ammo...I want that gone so that no one cheats the jumps by using the pad.

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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Old 05-06-2008, 06:50 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 )
etc.

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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Old 05-06-2008, 07:16 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)
^ from console ^

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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Old 05-06-2008, 07:18 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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Old 05-06-2008, 07:29 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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