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Particle equivalent of: for actor in MovableMan.Actors do http://45.55.195.193/viewtopic.php?f=73&t=19801 |
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Author: | Petethegoat [ Sat Sep 25, 2010 4:43 pm ] |
Post subject: | Particle equivalent of: for actor in MovableMan.Actors do |
The subject says it all really. Something like particle in MovableMan.Particles? HURP DERP |
Author: | Lizardheim [ Sat Sep 25, 2010 4:52 pm ] |
Post subject: | Re: Particle equivalent of: for actor in MovableMan.Actors do |
Ya we figured it out, it's MovableMan.Particles. LOL |
Author: | Grif [ Mon Sep 27, 2010 12:36 am ] |
Post subject: | Re: Particle equivalent of: for actor in MovableMan.Actors do |
Also, just for reference, the 'particle' or 'actor' is entirely inconsequential. It's just defining a reference; it can be whatever the hell you feel like. |
Author: | 411570N3 [ Mon Sep 27, 2010 1:10 am ] |
Post subject: | Re: Particle equivalent of: for actor in MovableMan.Actors do |
One of my friends likes to do his for loops with type of baked food items. 'For Pie In SeriousArray(5) Do' |
Author: | FlamingHilt [ Sat Dec 18, 2010 3:14 am ] |
Post subject: | Re: Particle equivalent of: for actor in MovableMan.Actors do |
I know I'm necroing this topic a bit, but I figured it was relevant and not worth a new topic anyways. Since you can call the object anything you want (IE "Pie"), I take it you can only ask for objects from a list? For example, for actor in MovableMan.Actors do Could be written as for pie in MovableMan.Actors do Since MovableMan.Actors is a list of actors, correct? My question then is, how do I get a list of an actor's emitters? I have tried for AEmitter in actor.AEmitters do to no avail (throws a nil reference error). Any help appreciated. |
Author: | CaveCricket48 [ Sat Dec 18, 2010 7:13 am ] |
Post subject: | Re: Particle equivalent of: for actor in MovableMan.Actors do |
I don't think you can do that. However, I believe that there is a table that stores emitters, but I'm not sure if emitters on actors can be accessed with this table. |
Author: | Grif [ Sat Dec 18, 2010 7:17 am ] |
Post subject: | Re: Particle equivalent of: for actor in MovableMan.Actors do |
pairs(Emitters) is an automatically maintained list of all scripted emitters currently on the scene. However, actor-attached emitters (as in, wounds) are treated as attachables, and are therefore impossible to work with. |
Author: | FlamingHilt [ Sat Dec 18, 2010 7:35 am ] |
Post subject: | Re: Particle equivalent of: for actor in MovableMan.Actors do |
Yea, I was going through the documentation, and it doesn't look like there is any good way to access attachables. Thoughts on giving the actor a list of emitters? I have plenty of Java under my belt and figuring out this Lua madness is both frustrating and exhilarating. |
Author: | mail2345 [ Sun Dec 19, 2010 2:09 am ] |
Post subject: | Re: Particle equivalent of: for actor in MovableMan.Actors do |
You can get SORT OF access to MO attachables by iterating though the MO index(set i to one, increase it, grab mo, until you hit the number of moids). This allows you to change scale(scale = 0 makes it invisible), delete(I think), and a handful of other things. |
Author: | FlamingHilt [ Tue Dec 21, 2010 1:52 am ] |
Post subject: | Re: Particle equivalent of: for actor in MovableMan.Actors do |
Well, emitters have an EnableEmission method, so that's no problem. They also have IsAttachedTo, which takes an actor, so that's no problem. The question now is, how do I get to all the emitters? I hate to ask for actual code but I'm not sure what you mean but iterating through the MO index. I know how to iterate of course, but what am I looking for? Something like this?: Code: for i = 1, MovableMan:GetMOIDCount()-1 if (MovableMan:GetMOFromID(i).IsEmitter()) then dostuff end end As I said in my first paragraph, if I can get to a list of emitters then it's no problem. Code: if (emitter.IsAttachedTo(actor)) then if (emitter.IsEmitting() == 1) then emitter.EnableEmission(0) end end That is, assuming IsEmitting and EnableEmission return and take indices instead of booleans. It didn't say in the documentation -- anybody know? Thanks. |
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