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 Making 2 Timers - HELP! 
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Joined: Thu May 27, 2010 10:25 am
Posts: 18
Location: Longbeach (not California), Australia
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Post Making 2 Timers - HELP!
I've Been trying to make a round that explodes after a certain amount of time after hitting terrain
so far I've gotten

Quote:
function Create(self)
self.burst = CreateAMOSRotating("Attempt")
self.hasburst = false
self.Timer = Timer()
self.rayhit = Vector(0,0)
self.raymiss = Vector(0,0);
self.LifeTimer = Timer()
end

function Destroy(self)
end

function Update(self)
if self.Timer:IsPastSimMS(20) then
SceneMan:CastObstacleRay(self.Pos,(self.Vel/self.Vel.Magnitude)*750,self.rayhit,self.raymiss,-1,0,2);
if ((self.rayhit - self.Pos).Magnitude) < 7 and self.hasburst == false and not self.rayhit:IsZero() then
self.LifeTimer:StartSimTimeMS()
end
end

if self.LifeTimer:IsPastSimMS(500) then
self:GibThis();
self.hasburst = true
end

if self.hasburst then
self.burst.RotAngle = self.Vel.AbsRadAngle;
self.burst.Vel = self.Vel*20;
self.burst.Pos = self.Pos;
MovableMan:AddParticle(self.burst);
self:GibThis();
end
end


(P.S sorry for wall of code rape)

Anyway it returns an error that line 14 has a nil value
please tell me what I'm doing wrong.
Cheers


Sun Jun 06, 2010 3:05 am
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Joined: Mon Jun 15, 2009 4:02 pm
Posts: 905
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Post Re: Making 2 Timers - HELP!
At a glance, i would suggest that you have missed a couple of semi colons, in function Create(self) especially.
The function Destroy(self)/end can be removed entirely.

Eh, just make sure you have a semi colon after every statement, and see if that fixes it.


Sun Jun 06, 2010 10:28 am
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Joined: Thu May 27, 2010 10:25 am
Posts: 18
Location: Longbeach (not California), Australia
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Post Re: Making 2 Timers - HELP!
nope.
still says there is an error with it calling a nil timer.
thanks for the help though


Sun Jun 06, 2010 11:47 am
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Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
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Post Re: Making 2 Timers - HELP!
Petethegoat wrote:
At a glance, i would suggest that you have missed a couple of semi colons, in function Create(self) especially.
The function Destroy(self)/end can be removed entirely.
Yo dawg lua doesn't need semicolons syntactically unless you're doing many things on the same line.

Code:
function Update(self)
   if self.Timer:IsPastSimMS(20) then
      SceneMan:CastObstacleRay(self.Pos,(self.Vel/self.Vel.Magnitude)*750,self.rayhit,self.raymiss,-1,0,2);
      if ((self.rayhit - self.Pos).Magnitude) < 7 and self.hasburst == false and not self.rayhit:IsZero() then
         self.LifeTimer:Reset()
      end
   end

   if self.LifeTimer:IsPastSimMS(500) then
      self:GibThis();
      self.hasburst = true
   end

   if self.hasburst then
      self.burst.RotAngle = self.Vel.AbsRadAngle;
      self.burst.Vel = self.Vel*20;
      self.burst.Pos = self.Pos;
      MovableMan:AddParticle(self.burst);
      self:GibThis();
   end
end
StartTimeMS() doesn't do anything to the value what are you smoking. Use Reset(), fixed for you, didn't touch anything else don't know if they're broken either learn to print values to debug.


Sun Jun 06, 2010 12:15 pm
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Joined: Mon Jun 15, 2009 4:02 pm
Posts: 905
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Post Re: Making 2 Timers - HELP!
Geti wrote:
Yo dawg lua doesn't need semicolons syntactically unless you're doing many things on the same line.

It doesn't? Too used to C I guess.


Sun Jun 06, 2010 12:21 pm
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Joined: Fri Jan 26, 2007 3:22 am
Posts: 1451
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Post Re: Making 2 Timers - HELP!
Nope, it doesn't but it sure makes your crap look better.


Sun Jun 06, 2010 5:34 pm
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