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 Lua 
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Joined: Mon Feb 12, 2007 12:46 am
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Post Re: Lua
Grif wrote:
"Lua is just so goddamn powerful".

Yet easy to learn.


Sat May 17, 2008 12:25 am
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Easy to learn......I've googled it, and it all seems soooo complicated
are there any easy tutorials?


Sat May 17, 2008 12:51 am
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Roy-G-Biv wrote:
Grif wrote:
"Lua is just so goddamn powerful".

Yet easy to learn.

How did that actually add to the conversation, at all?

On Lua, how exactly does it work in CC Data?


Sat May 17, 2008 12:52 am
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Lua will most likely be modified to work inside CC. It won't work exactly the same as it does in gmod.

If you can't understand how to make Lua work right now, you'll probably be better off staying with .ini modding. You don't need it. But if you really want to learn, I would suggest getting one of those books, or just reading through tutorials and stuff. Googling "Lua" gives you more than enough information.


Sat May 17, 2008 1:14 am
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Data Realms Elite
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Can't what til it's B21, and I grasp the power of Lua!
Heh, can't wait to start spawn ambushes with [ Insert Effect ]!


Sat May 17, 2008 1:27 am
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Falcon X wrote:
Roy-G-Biv wrote:
Grif wrote:
"Lua is just so goddamn powerful".

Yet easy to learn.

How did that actually add to the conversation, at all?

On Lua, how exactly does it work in CC Data?


Well it does add, because if you have even basic knowledge, you can learn Lua.


Sat May 17, 2008 1:53 am
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happy carebear mom
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Post Re: Lua
It's not that bad, really. All programming ever is is finding the right methods (whatever you may call them, I'm a Java boy) to call and the logic to figure out how to use them.
Some simple examples.
Didn't look through this, but here's a 101 article.
Take a look at the topic Ophanim posted, it's got a nice little tool to print any output you would get from a script.


Sat May 17, 2008 10:57 am
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Can we try our CC Lua scripts outside of CC?


Sun May 18, 2008 12:18 am
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REAL AMERICAN HERO
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Depends on the script.

Logic based scripts could be fooled, but some things that rely on things specific to CC: i.e. teleports and etc that rely on a moving actor, tripping into a zone, could still be tested, but it'd be much harder.


Sun May 18, 2008 12:25 am
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Well I suppose someone could adapt the source of Brain Damage to CC, although they'd probably need help from Data.


Sun May 18, 2008 1:56 am
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That's sort of dumb when this is probably going to be released in < 1 month.

You could use GMod to test it outside of CC. I doubt it would be compatible with CC code at all, obviously, as source is very different. But it would allow you to get the jist of how scripting would work and be able to test things like how vectors work on things, etc.


Sun May 18, 2008 3:12 am
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Post Re: Lua
Hehe, moving actors 100 m/s to the right sounds a lot of fun. Of course, we could make proper TRAP MODULES with this; you know, magic floors and the like.


Sun May 18, 2008 12:38 pm
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Post Re: Lua
robowurmz wrote:
Hehe, moving actors 100 m/s to the right sounds a lot of fun. Of course, we could make proper TRAP MODULES with this; you know, magic floors and the like.


Like trip wires. Move the feet backwards while the rest of the body keeps moving. Or boost areas.


Sun May 18, 2008 5:24 pm
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Post Re: Lua
Sixteen wrote:
...Or boost areas.


Hmmm... am I right in saying that numgun said that he was going to make an accelerationbunker module, to send big mechs flying... :D

I think this will be possible.


goddamn lua is powerful and awesome.


Sun May 18, 2008 9:01 pm
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I wonder if you can make boosting pads boost you up.

Like, you go next to boosting wall, touch it, and you fly up.
Great for cannons.


Sun May 18, 2008 9:36 pm
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