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			| Ophanim 
					Joined: Wed Dec 26, 2007 6:33 am
 Posts: 1743
 Location: Trapped in UCP. Send help.
   |   Quick Lua TipsData's crazy and Australian or something and -y is up.Team 1 is Green, Team 0 is Red.
 Anyone got anything else?
 
 
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			| Sun Aug 24, 2008 1:05 am | 
					
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			| Lord Tim 
					Joined: Fri Apr 27, 2007 4:55 pm
 Posts: 1178
 Location: America!
   |   Re: Quick Lua TipsCode: Constants:
 Activity.
 TEAM_1 0
 TEAM_2 1
 PLAYER_1 0
 PLAYER_2 1
 PLAYER_3 2
 PLAYER_4 3
 EDITING 2
 RUNNING 3
 OVER 6
 
 Actor.
 AIMODE_NONE 0
 AIMODE_SENTRY 1
 AIMODE_PATROL 2
 AIMODE_GOTO 3
 AIMODE_BRAINHUNT 4
 AIMODE_GOLDDIG 5
 
 Controller.
 CIM_AI 2
List of functions lol:http://cortex.pastebin.com/f31593c76
 
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			| Sun Aug 24, 2008 1:10 am | 
					
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			| AtomicTroop 
					Joined: Fri Mar 16, 2007 1:28 pm
 Posts: 328
 Location: Finland
   |   Re: Quick Lua TipsOphanim, the inverted y is pretty much normal in all kinds of script languages, not only in DaTa's lua intepretation. For example, actionscript does it the same way too. To me, it feels more logical though. I mean, if it starts from upper left corner, of course it would go down as + and right as +. 
 
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			| Sun Aug 24, 2008 10:46 am | 
					
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			| Daman 
					Joined: Fri Jan 26, 2007 3:22 am
 Posts: 1451
   |   Re: Quick Lua TipsAtomicTroop wrote: Ophanim, the inverted y is pretty much normal in all kinds of script languages, not only in DaTa's lua intepretation. For example, actionscript does it the same way too. To me, it feels more logical though. I mean, if it starts from upper left corner, of course it would go down as + and right as +.What are you talking about? Also actionscript is just a crappy Flash language.
 
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			| Sun Aug 24, 2008 3:57 pm | 
					
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			| war_man333 
					Joined: Sun Nov 11, 2007 1:49 pm
 Posts: 785
   |   Re: Quick Lua TipsDaman wrote: AtomicTroop wrote: Ophanim, the inverted y is pretty much normal in all kinds of script languages, not only in DaTa's lua intepretation. For example, actionscript does it the same way too. To me, it feels more logical though. I mean, if it starts from upper left corner, of course it would go down as + and right as +.What are you talking about? Also actionscript is just a crappy Flash language.Yeah, actionscript blows, it's not flexible at all and doesn't make much sense to me whatsoever. Also how come lua doesn't use brackets instead of the end stuff?
 
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			| Sun Aug 24, 2008 4:13 pm | 
					
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			| FarvanTorna 
					Joined: Sat Dec 02, 2006 11:51 pm
 Posts: 204
   |   Re: Quick Lua TipsHeyI've seen some crazy stuff with actionscript.
 
 
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			| Sun Aug 24, 2008 4:26 pm | 
					
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			| Ophanim 
					Joined: Wed Dec 26, 2007 6:33 am
 Posts: 1743
 Location: Trapped in UCP. Send help.
   |   Re: Quick Lua TipsAtomicTroop wrote: Ophanim, the inverted y is pretty much normal in all kinds of script languages, not only in DaTa's lua intepretation. For example, actionscript does it the same way too. To me, it feels more logical though. I mean, if it starts from upper left corner, of course it would go down as + and right as +.Or you can start in the ♥♥♥♥ center.
 
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			| Sun Aug 24, 2008 4:34 pm | 
					
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			| Lord Tim 
					Joined: Fri Apr 27, 2007 4:55 pm
 Posts: 1178
 Location: America!
   |   Re: Quick Lua TipsOphanim wrote: AtomicTroop wrote: Ophanim, the inverted y is pretty much normal in all kinds of script languages, not only in DaTa's lua intepretation. For example, actionscript does it the same way too. To me, it feels more logical though. I mean, if it starts from upper left corner, of course it would go down as + and right as +.Or you can start in the fudge center.Which would require the game to do more calculations than it needs, and be a whole lot more complicated for anyone trying to code against it. It's a bunch easier when everything is generally positive. Plus, yeah, pretty much any computer graphics thing you use ever will have y+ as down. It's a convention.
 
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			| Sun Aug 24, 2008 5:53 pm | 
					
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			| Ophanim 
					Joined: Wed Dec 26, 2007 6:33 am
 Posts: 1743
 Location: Trapped in UCP. Send help.
   |   Re: Quick Lua TipsIt's a dumb convention. 
 
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			| Sun Aug 24, 2008 8:45 pm | 
					
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			| Omni 
					Joined: Sat Jan 27, 2007 9:38 am
 Posts: 170
 Location: St. Louis, MO
   |   Re: Quick Lua TipsWait, why are you confused about the +y down? What's confusing is the +x left. 
 
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			| Mon Aug 25, 2008 3:45 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Quick Lua TipsUh what? +X is right, not left.
 There's just no negative X. Scene wrap point and onward moves to the right.
 
 
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			| Mon Aug 25, 2008 3:48 am | 
					
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			| Omni 
					Joined: Sat Jan 27, 2007 9:38 am
 Posts: 170
 Location: St. Louis, MO
   |   Re: Quick Lua TipsDisregard, I stimulate receptacles. Apparently this grid in this article is a backwards grid for joint offset.http://www.datarealms.com/wiki/index.ph ... _Tutorials Why the backwards grid is given priority in the article I'll never know. Stupidity aside, there's always negative X. At least when you're talking relative. Relative to an actor at (300,100), an actor at (200,100) is off the x coordinate of the first by -100 pixels.
 
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			| Mon Aug 25, 2008 4:50 am | 
					
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			| Tea 
					
				   |   Re: Quick Lua TipsHey, need help with scene Lua.Is it possible to Have a Countdown (three minutes) that starts when an actor enters an area and results in the gibbing of another actor if it gets to 0?
 
 Seemed like the right place to put this.
 
 
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			| Mon Aug 25, 2008 4:51 pm | 
					
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			| Ophanim 
					Joined: Wed Dec 26, 2007 6:33 am
 Posts: 1743
 Location: Trapped in UCP. Send help.
   |   Re: Quick Lua Tipsself.GibTimer Timer(); or something like that. This is in every lua file, so check there, as I am too lazy.Then just run a check
 if self.GibTimer IsPastSimMS(3 minutes of milliseconds here ) then blah blah.
 
 
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			| Mon Aug 25, 2008 5:23 pm | 
					
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			| robowurmz 
					Joined: Thu Aug 16, 2007 10:09 am
 Posts: 163
   |   Re: Quick Lua TipsNegative X works for me. Just don't put a space after the negaitve. This works: Code: for actors in MovableMan.Actors do actors.Vel = Vector(-5,-10)Makes them hop left. Code: for actors in MovableMan.Actors do actors.Vel = Vector(5,-10)Makes them hop right.
 
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			| Mon Aug 25, 2008 5:31 pm | 
					
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