Good day to everyone.
I want to create a "No Recoil" scenario with the ability to specify my own aiming sensitivity value.
At the moment, the code that you can see below works exclusively with one setting, namely with the dpi800 and the in-game sensitivity on the X and Y axes equal to 7, is it possible to make it so that I can change literally two digits, for example, not 7, but 9 or 10 and so on, and the script changed using some formula values in line 7(r_p["Weapon1"]) and 8(r_p["Weapon2"])
local r_p = {Weapon1}
local r_o = r_p[o_s_a] or {Weapon2}
local o_s_a = "Weapon2"
local n_o_s_a = {Weapon2 = "Weapon1", Weapon1 = "Weapon2"}
r_p["Weapon1"] = {0, 0, 0, 0, 25, 100, -1, 17, 600, -1, 20, 500, -1, 21, 800}
r_p["Weapon2"] = {0, 0, 0, 0, 22, 150, -1, 17, 400, -1, 20, 700, -1, 20, 300, -1, 20, 150, -2, 21, 400, -2, 21, 550, -2, 21, 300, -2, 21, 250, -2, 21, 100}
function Log()
if not IsKeyLockOn("scrolllock") then
ClearLog()
OutputLogMessage("Current mode: List of weapons | Scroll lock is OFF\n\n")
OutputLogMessage("Selected: %s\n\n", o_s_a)
OutputLogMessage(" (%s) | Weapon1 (%s) | Weapon2\n\n", o_s_a == "Weapon1", o_s_a == "Weapon2")
end
end
function OnEvent(event, arg)
EnablePrimaryMouseButtonEvents(true)
if event == "MOUSE_BUTTON_PRESSED" and arg == 5 and IsModifierPressed("lctrl") and not IsKeyLockOn("scrolllock") then
o_s_a = n_o_s_a[o_s_a]
r_o = r_p[o_s_a] or {}
Log()
else if event == "MOUSE_BUTTON_PRESSED" and arg == 1 and IsMouseButtonPressed(3) and not IsKeyLockOn("capslock") then
for xy = 3, #r_o, 3 do
local c_t = GetRunningTime()
local h_r = r_o[xy-2]
local v_r = r_o[xy-1]
local r_d = r_o[xy]
repeat
local d_t = GetRunningTime() - c_t, r_d
MoveMouseRelative(h_r, v_r)
Sleep(10)
until d_t >= r_d or not IsMouseButtonPressed(1) or not IsMouseButtonPressed(3)
if not IsMouseButtonPressed(1) or not IsMouseButtonPressed(3) then break end
end
end
end
end
I tried using multiplayer, but in this version you can use only 2 values, where sensitivity 12 is standard, when you activate multiplayer, all your sensitivity settings are divided by 2 and as a result you get sensitivity 6, but this is a bit not the option that I need.
Thank you very much for any help if all.
You can modify the values on-the-fly instead of changing values in lines 7(r_p["Weapon1"]) and 8(r_p["Weapon2"]).
Replace the following lines
local h_r = r_o[xy-2]
local v_r = r_o[xy-1]
with
local h_r = round(r_o[xy-2] * sens / 6)
local v_r = round(r_o[xy-1] * sens / 6)
where sens is a variable with default value 6, but you can modify it.
round is a function, define it before OnEvent:
function round(x)
return math.floor(x + 0.5)
end
sens = 6
UPDATE:
The solution above has a drawback: due to rounding errors, the cursor gradually shifts to the left and/or to the top.
The solution below accumulates fractional parts to avoid such shift.
Define the function MoveMouseRelativeFractional which accepts fractional arguments and use it instead of the standard MoveMouseRelative.
The definition should be inserted at the very beginning of the whole script:
local remainder_fractional_x, remainder_fractional_y = 0, 0
local function MoveMouseRelativeFractional(x, y)
x = remainder_fractional_x + x
y = remainder_fractional_y + y
local x_int = math.floor(x + 0.5)
local y_int = math.floor(y + 0.5)
remainder_fractional_x = x - x_int
remainder_fractional_y = y - y_int
MoveMouseRelative(x_int, y_int)
end
Remove round:
local h_r = r_o[xy-2] * sens / 13
local v_r = r_o[xy-1] * sens / 13
Replace MoveMouseRelative with MoveMouseRelativeFractional:
MoveMouseRelativeFractional(h_r, v_r)
Related
Having some Lua trouble with a a modification of Fisher-Yates shuffle in place. For example, let's say I have a 16 item table (sequence). I want to shuffle integers 1-4 then apply the shuffled pattern in the table to 1-4, 5-8, 9-12, 13-16. So:
{ 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 }
with a 4 item shuffling pattern of 4,2,3,1 would become:
{ 4, 2, 3, 1, 8, 6, 7, 5, 12, 10, 11, 9, 16, 14, 15, 13 }
The code here is from context and includes the "rising edge" input I am using to reshuffle. If you look at the test pic below you can see that yes, it shuffles each section in place, but it reshuffles each section -- I want the shuffled pattern to repeat.
t = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15}
range = 4
local function ShuffleInPlace(t)
for i = #t, 2, -1 do
local j = math.random(1, range)
local k = (math.floor(i/(range+.001)))*range + j
t[i], t[j] = t[j], t[i]
end
end
-- initialize new table for shuffling
if s == nil then s = {} end
-- use gate rising edge to shuffle
if prev == nil then prev = 0 end
if gate > 0 and prev <= 0 then
s = t
ShuffleInPlace(s)
end
prev = gate
Test pic:
LMD, thank you, your helpful reply is uncovering a solution (by creating the shuffled "pattern" sequence first, outside the iterator). (Still some issues with the first value I'm working out. And I might be looking at some biproducts of the not-so-great math.random function, but that's another story). I'm a novice so any suggestions are appreciated!
-- range input is 0 to 1
seqRange = math.floor(range*(#t*.99))
local function ShuffleRange(x)
if rdm == nil then rdm = {} end
for m = 1, x do rdm[m] = m end
for m = #rdm, 2, -1 do
local j = math.random(m)
rdm[m], rdm[j] = rdm[j], rdm[m]
return rdm[m]
end
end
local function ShuffleInPlace(t)
y = ShuffleRange(seqRange)
for i = #t, 2, -1 do
local j = (math.floor(i/(seqRange*1.001)))*seqRange + y
t[i], t[j] = t[j], t[i]
end
end
Here's how I would do it, implementing the simple approach of first generating a series of swaps and then applying that to the sublists of length n:
math.randomseed(os.time()) -- seed the random
local t = {}; for i = 1, 16 do t[i] = i end -- build table
local n = 4 -- size of subtables
local swaps = {} -- list of swaps of offsets (0-based)
for i = 0, n - 1 do
-- Insert swap into list of swaps to carry out
local j = math.random(i, n - 1)
table.insert(swaps, {i, j})
end
-- Apply swaps to every subtable from i to i + n
for i = 1, #t, n do
for _, swap in ipairs(swaps) do
-- Swap: First add offsets swap[1] & swap[2] respectively
local a, b = i + swap[1], i + swap[2]
t[a], t[b] = t[b], t[a]
end
end
print(table.concat(t, ", "))
Example output: 4, 2, 1, 3, 8, 6, 5, 7, 12, 10, 9, 11, 16, 14, 13, 15
I wanted to create a simple game with my girlfriend, so I choose a lang that I don't even know. I like a challenge.
I am following this tutorial. (it's in portuguese bc it's my native idiom)
Well. I have no idea what's going on.
My code is that below. Thanks for everyone who can helps me <3
local anim = require 'anim8'
local image, inimation
local posX = 100
local direction = true
function love.load()
image = love.graphics.newImage('images/stickman-spritesheet.png')
local g = anim.newGrid(180, 340, image:getWidth(), image:getHeight())
animation = anim.newAnimation(g('1-9', 1, '1-9', 2, '1-9', 3, '1-9', 4, '1-9', 5, '1-9', 6, '1-9', 7, '1-7', 8), 0.01)
end
function love.update(dt)
if love.keyborad.isDown('left') then
posX = posX - 150 * dt
direction = false
animation:update(dt)
end
if love.keyborad.isDown('right') then
posX = posX + 150 * dt
direction = true
animation:update(dt)
end
end
function love.draw()
love.graphics.setBackgroundColor(255, 255, 255)
if direction then
animation:draw(image, posX, 50, 0, 1, 1, 90, 0)
elseif not direction then
animation:draw(image, posX, 50, 0, -1, -1, 90, 0)
end
end
There is no frame for x=5, y=1 happens when a frame is outside the provided image.
anim.newGrid(180, 340, image:getWidth(), image:getHeight()) means, that you have frames of size 180 by 340. Now if your image has the size 360 by 340 for example, you would have 2 by 1 frames.
In your case you expect a x of up to 9.
Double check the frame size and animation provided in g(...)
Read https://github.com/kikito/anim8 for more details.
So I am fairly new to lua and I am learning how to use it by making a checkers app for android. When I found out that I would have to make the circles myself without a function i decided to look for other ways and it looks like the drawPoint() function is the best answer. When I made an equation to try and test it I got a error with the draw point function. It says:
attempt to call global 'drawPoint'(a nil value)
stack traceback:
main.lua54: in main chuck
am I missing something like do I have to import a library to use it? Thank you in advance and just for more background I was giving it the parameter of 2 ints. Here is my whole code below
--All the essential values
local widget = require ("widget")
local redCount = 12
local blackCount = 12
local length = 40.05
local x = length / 2
local y = 80
local startX = x
local startY = y
local allowMoves = true
--Title Display
local title = display.newText("Checkers", display.contentCenterX, 10, native.systemFontBold, 40)
--Functions
local function checkWinner()
if(redCount == 0) then
display.newText("Black Team Wins!!!", display.contentCenterX, display.contentHeight - 60, nativeSystemFontBold, 37)
elseif(blackCount == 0) then
display.newText("Red Team Wins!!!", display.contentCenterX, display.contentHeight - 60, nativeSystemFontBold, 40)
end
end
--Making the board
for i = 1, 8, 1
do
for k = 1, 4, 1
do
if i % 2 == 1 then
display.newRect( x, y, length, length, 30)
else
display.newRect( x + length, y, length, length, 30)
end
x = x + (startX * 4)
end
y = y + length
x = startX
end
--Making the outline
display.newRect(startX, startY - (length / 2), length * 15, 3, 30)
display.newRect(startX, y - (length / 2), length * 15, 3, 30)
display.newRect(startX - (length / 2), startY, 3, length * 15, 30)
display.newRect(320.4, startY, 3, length * 15, 30)
--Making the actual peices
drawPoint(2,5)
I have a script that gradually teleports the player to a part:
for y = 0, math.floor((part.Y-player.Y)/steps), 1 do
wait(0.3)
print "1"
game.Players:FindFirstChild(username).Character.HumanoidRootPart.CFrame = game.Players:FindFirstChild(username).Character.HumanoidRootPart.CFrame + Vector3.new(0, steps, 0)
end
for x = 0, math.floor((part.X-player.X)/steps), 1 do
wait(0.3)
print "2"
game.Players:FindFirstChild(username).Character.HumanoidRootPart.CFrame = game.Players:FindFirstChild(username).Character.HumanoidRootPart.CFrame + Vector3.new(steps, 0, 0)
end
for z = 0, math.floor((part.Z-player.Z)/steps), 1 do
wait(0.3)
print "3"
game.Players:FindFirstChild(username).Character.HumanoidRootPart.CFrame = game.Players:FindFirstChild(username).Character.HumanoidRootPart.CFrame + Vector3.new(0, 0, steps)
end
Whenever I run the script on roblox studio it skips the Y for loop and the Z for loop and only runs the X for loop. Any idea why?
As #Egor Skriptunoff said, if the part Y, X or Z values are smaller than the player's Y, X or Z values then the loop will not run.
An easy way to fix this would be to use the math.abs() method around the subtraction like so,
for y = 0, math.floor(math.abs(part.Y-player.Y)/steps), 1 do
wait(0.3)
print "1"
game.Players:FindFirstChild(username).Character.HumanoidRootPart.CFrame = game.Players:FindFirstChild(username).Character.HumanoidRootPart.CFrame + Vector3.new(0, steps, 0)
end
This makes sure that the result will always be positive as math.abs just gets rid of the negative symbol.
I have the following binary clock that I grabbed from this wiki article (the one that's for v1.5.*) for the awesome WM:
binClock = wibox.widget.base.make_widget()
binClock.radius = 1.5
binClock.shift = 1.8
binClock.farShift = 2
binClock.border = 1
binClock.lineWidth = 1
binClock.colorActive = beautiful.bg_focus
binClock.fit = function(binClock, width, height)
local size = math.min(width, height)
return 6 * 2 * binClock.radius + 5 * binClock.shift + 2 * binClock.farShift + 2 * binClock.border + 2 * binClock.border, size
end
binClock.draw = function(binClock, wibox, cr, width, height)
local curTime = os.date("*t")
local column = {}
table.insert(column, string.format("%04d", binClock:dec_bin(string.sub(string.format("%02d", curTime.hour), 1, 1))))
table.insert(column, string.format("%04d", binClock:dec_bin(string.sub(string.format("%02d", curTime.hour), 2, 2))))
table.insert(column, string.format("%04d", binClock:dec_bin(string.sub(string.format("%02d", curTime.min), 1, 1))))
table.insert(column, string.format("%04d", binClock:dec_bin(string.sub(string.format("%02d", curTime.min), 2, 2))))
table.insert(column, string.format("%04d", binClock:dec_bin(string.sub(string.format("%02d", curTime.sec), 1, 1))))
table.insert(column, string.format("%04d", binClock:dec_bin(string.sub(string.format("%02d", curTime.sec), 2, 2))))
local bigColumn = 0
for i = 0, 5 do
if math.floor(i / 2) > bigColumn then
bigColumn = bigColumn + 1
end
for j = 0, 3 do
if string.sub(column[i + 1], j + 1, j + 1) == "0" then
active = false
else
active = true
end
binClock:draw_point(cr, bigColumn, i, j, active)
end
end
end
binClock.dec_bin = function(binClock, inNum)
inNum = tonumber(inNum)
local base, enum, outNum, rem = 2, "01", "", 0
while inNum > (base - 1) do
inNum, rem = math.floor(inNum / base), math.fmod(inNum, base)
outNum = string.sub(enum, rem + 1, rem + 1) .. outNum
end
outNum = inNum .. outNum
return outNum
end
binClock.draw_point = function(binClock, cr, bigColumn, column, row, active)
cr:arc(binClock.border + column * (2 * binClock.radius + binClock.shift) + bigColumn * binClock.farShift + binClock.radius,
binClock.border + row * (2 * binClock.radius + binClock.shift) + binClock.radius, 2, 0, 2 * math.pi)
if active then
cr:set_source_rgba(0, 0.5, 0, 1)
else
cr:set_source_rgba(0.5, 0.5, 0.5, 1)
end
cr:fill()
end
binClocktimer = timer { timeout = 1 }
binClocktimer:connect_signal("timeout", function() binClock:emit_signal("widget::updated") end)
binClocktimer:start()
First, if something isn't by default already in Lua that's because this is to be used in the config file for awesome. :)
OK, so what I need is some guidance actually. I am not very familiar with Lua currently, so some guidance is all I ask so I can learn. :)
OK, so first, this code outputs a normal binary clock, but every column has 4 dots (44,44,44), instead of a 23,34,34 setup for the dots, as it would be in a normal binary clock. What's controlling that in this code? So that I can pay around with it.
Next, what controls the color? Right now it's gray background and quite a dark green, I want to brighten both of those up.
And what controls the smoothing? Right now it's outputting circles, would like to see what it's like for it to output squares instead.
That's all I need help with, if you can point me to the code and some documentation for what I need, that should be more than enough. :)
Also, if somebody would be nice enough to add some comments, that also would be awesome. Don't have to be very detailed comments, but at least to the point where it gives an idea of what each thing does. :)
EDIT:
Found what modifies the colors, so figured that out. None of the first variables control if it's a square or circle BTW. :)
The draw_point function draws the dots.
The two loops in the draw function are what create the output and is where the columns come from. To do a 23/34/34 layout you would need to modify the inner loop skip the first X points based on the counter of the outer loop I believe.