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Lua errors, but script working? http://45.55.195.193/viewtopic.php?f=73&t=21610 |
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Author: | Roast Veg [ Mon Feb 28, 2011 6:03 pm ] |
Post subject: | Re: Lua errors, but script working? |
Use self.RightTimer:Reset() and self.RightTimer:ElapsedSimS instead of numbers. Timers don't work like that. |
Author: | Roast Veg [ Mon Feb 28, 2011 6:33 pm ] |
Post subject: | Re: Lua errors, but script working? |
Yes. That translates as "if it has been more than 10 seconds". You can also use MS for milliseconds, should you need it. |
Author: | Roast Veg [ Mon Feb 28, 2011 6:50 pm ] |
Post subject: | Re: Lua errors, but script working? |
Sorry, ElapsedSimTimeMS. |
Author: | Roast Veg [ Mon Feb 28, 2011 7:10 pm ] |
Post subject: | Re: Lua errors, but script working? |
Sorry, I'm off form today. It's self.RightTimer.ElapsedSimTimeMS |
Author: | zoidberg [ Tue Mar 01, 2011 2:13 pm ] |
Post subject: | Re: Lua errors, but script working? |
GlobalAccS*c*alar should work) |
Author: | Abdul Alhazred [ Tue Mar 01, 2011 8:22 pm ] |
Post subject: | Re: Lua errors, but script working? |
Nonsequitorian wrote: Thanks man. Code: self.Vel.Y = self.Vel.Y - (SceneMan.GlobalAccSalar * TimerMan.DeltaTimeSecs); The correct use in this case would be SceneMan.GlobalAcc.Y |
Author: | 411570N3 [ Wed Mar 02, 2011 5:36 am ] |
Post subject: | Re: Lua errors, but script working? |
Velocity isn't a scalar, but a vector. You'd need to do something like Self.Velocity:SetMagnitude(Self.Velocity.Magnitude - 0.1) or whatever the actual syntax is. |
Author: | TheLastBanana [ Thu Mar 03, 2011 12:16 am ] |
Post subject: | Re: Lua errors, but script working? |
You have to type out "0.9". Otherwise, it thinks you're trying to access an object's member. |
Author: | TheLastBanana [ Thu Mar 03, 2011 1:10 am ] |
Post subject: | Re: Lua errors, but script working? |
It happens in the order that you've written it out. The velocity will be multiplied by 0.9, then its y-component will be decreased by the value of gravity times the delta time. |
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