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 Oh look! Another Lua topic because I can't solve lua myself 
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Joined: Thu Mar 06, 2008 10:54 pm
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Post Oh look! Another Lua topic because I can't solve lua myself
Wow, I need to really solve this myself, but i can't. I want speed to continually increase, but for some reason I don't think it's working.

Code:

Code:
function Create(self)
self.ToDelete = false;
self.timerl = Timer();
end
function Update(self)
   local speed = 1.0
   if self.timerl:IsPastRealMS(50) then
      speed = speed * 1.1
      self.timerl:Reset();
   end
end

My goal is to continually increase "speed". I don't think it is, but i could be wrong.


Fri Jul 03, 2009 7:46 pm
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: Oh look! Another Lua topic because I can't solve lua myself
That's because every update you are defining the speed as 1.0.


Fri Jul 03, 2009 7:56 pm
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Post Re: Oh look! Another Lua topic because I can't solve lua myself
zalo wrote:
That's because every update you are defining the speed as 1.0.


So how would you make it to update "speed" every time the timer is past whatever MS? Better yet, how would you get it to even work?


Fri Jul 03, 2009 7:59 pm
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Joined: Mon Jun 30, 2008 9:13 pm
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Post Re: Oh my! Another Lua topic
What Zalo said. Also, what is speed supposed to do?


Fri Jul 03, 2009 8:05 pm
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Post Re: Oh my! Another Lua topic
piipu wrote:
What Zalo said. Also, what is speed supposed to do?


Just a variable I'm gonna use in a code. So how will i get it to work in multiplying it by 1.1 every 50 MS?


Fri Jul 03, 2009 8:06 pm
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Oh look! Another Lua topic because I can't solve lua myself
Global variable or not?
If it's just for it's self, then:
Code:
function Create(self)
self.ToDelete = false;
self.timerl = Timer();
self.speed = 1.0
end
function Update(self)
   if self.timerl:IsPastRealMS(50) then
      self.speed = self.speed * 1.1
      self.timerl:Reset();
   end
end

If it's global, I need the code for both objects, and the preset and class names.


Fri Jul 03, 2009 8:31 pm
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Joined: Tue Feb 27, 2007 4:05 pm
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Post Re: Oh look! Another Lua topic because I can't solve lua myself
I guess these guys aren't explaining the problem to you adequately.

The issue is that when you call your function, one of the first things that it does is set the property "speed" to 1.0. Every time you call that function, speed becomes "1.0," regardless of its previous attribute.

What mail just suggested was that the property becomes a global (read: public) property and is set to 1.0 before the execution of the function.

Does that make sense?

also, use
Code:
self.speed *= 1.1


Fri Jul 03, 2009 9:14 pm
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Post Re: Oh look! Another Lua topic because I can't solve lua myself
Oh. Okay, thanks :) But what if I put a like

Code:
local speed = 1.0
in create? Would that still set it to 1.0 every sim update? Just curious.


Sat Jul 04, 2009 1:14 am
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Oh look! Another Lua topic because I can't solve lua myself
function Create(self)

runs when the particle in question is created (imagine that)

function Update(self)

runs the full script every sim update frame

function Destroy(self)

runs when the particle in question is destroyed

if you define the variable in create, you're then allowed to reference and use it properly in update. in this case, since it's defined in create, you can do all your multiplication in update and it'll work a-ok

ps, there's no *=,+=, etc, lua's weird that way.


Sat Jul 04, 2009 1:43 am
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