I am in quite a pickle right now.
I have a switch that I need to be able to turn on and off every second but I don't really know how I would do that because it needs to be applied on the same bit/function
If currently have a bit that functions as an on/off for a function, the problem is that I need a way for that function to turn itself on and off every 1 second.
I have tried this so far but it is not working for me.
Could anyone try and solve this issue for me please?
{$lua}
if not syntaxcheck then
local On = 1
local Off = 0
local Switch = OnOffController
local function OnOff()
if Switch = Off then
Switch = On
if Switch = On then
Switch = Off
end
end
end
OnOff()
if(Second == nil) then
Second = createTimer(getMainForm())
Second.Interval = 1000
Second.OnTimer = function(timer)
OnOff()
end
end
Second.setEnabled(true)
end
While there could be more wrong, there's definitely an issue with the OnOff() function:
local function OnOff()
if Switch = Off then
Switch = On
if Switch = On then
Switch = Off
end
end
end
The two nested if statements are not going to do what you want. First off, you're using the assignment operator = rather than the equals operator ==. Even if that were correct though the logic has a problem. If Switch is On going into the first if the flow will bypass both. If Switch is Off going into the first if it'll first get changed to On and then immediately hit the second condition and get changed back to Off.
You probably want something more like:
local function OnOff()
if Switch == Off then
Switch = On
else
Switch = Off
end
end
You don't need the second comparison at all assuming Switch can only be true or false.
Other bits of advice I'd give would be to use a boolean type for the Switch variable as that makes it explicit that it can only have two values. You'd probably also want to change its name to something like SwitchedOn or the like to make it obvious what true and false would mean in its context. Likewise a name like ToggleSwitch may make it a bit more obvious what the function presently called OnOff is intended to do.
Related
function changeTransparency(changePart, newTransparency)
changePart.transparency = newTransparency
end
changeTransparency(game.workspace.functionPart.Transparency, 1)
wait(2)
changeTransparency(game.Workspace.functionPart.Transparency, 0.25)
The function is trying to access functionPart.Transparency.transparency, and since functionPart.Transparency is a number, it gives the error.
Try changing the function to this, and passing in the part as an argument instead of the part's transparency.
function changeTransparency(changePart, newTransparency)
changePart.Transparency = newTransparency
end
changeTransparency(game.Workspace.functionPart, 1)
task.wait(2) -- more accurate than wait(2)
changeTransparency(game.Workspace.functionPart, 0.25)
Also make sure case is correct, Part.Transparency and Part.transparency are different.
The problem here, was that you typed transparency and not Transparency; to note that part properties are case sensitive.
In your function, replace this
changePart.transparency = newTransparency
with this
changePart.Transparency = newTransparency
[My code is :]
local function MWin()
game.StarterGui.ScreenGui1.DemonWin.Visible = true
if game.Workspace.Mages_Boss.Humanoid.Died:connect(function()
print("good")
end
[My noob is named : Mages_Boss
And my screen gui is named : DemonWin
I dont know what to put for "print("good")".]
First, modifying the starter GUI does nothing. You need to change the one player or all players with a for loop. In my answer, I’ll use the former with a player named ROBLOX. If you want to start with it invisible, you need game.Players.ROBLOX.PlayerGui.ScreenGui1.DemonWin.Visible = false. To make it visible on the death event, use game.Players.ROBLOX.PlayerGui.ScreenGui1.DemonWin.Visible = true.
Try using
DemonWin.Enabled=true;
or
DemonWin.Enabled=false;
to toggle whether it is active or not. I suppose in the died function, use the latter.
I'm going to assume you're not firing the function so you can get rid of that. You're also going to remove the .Died since it fires even when it's not dead. So your best bet would be to do also add a debounce- kind of function to your script. Here's the modified version:
game.StarterGui.ScreenGui1.DemonWin.Visible = false
if game.Workspace.Mages_Boss.Humanoid.Health == 0 then
game.StarterGui.ScreenGui1.DemonWin.Visible = true
else
game.StarterGui.ScreenGui1.DemonWin.Visible = false
end
Also, you would have to put the GUI in the StarterGui (located in game.Players.LocalPlayer.StarterGui) in order to not publicly malfunction this script.
This code is for a modding engine, Unitale base on Unity Written in Lua
So I am trying to use a Boolean Variable in my script poseur.lua, so when certain conditions are met so I can pass it to the other script encounter.lua, where a engine Predefined functions is being uses to make actions happens base on the occurring moment.
I tried to read the engine documentation multiple times, follow the exact syntax of Lua's fonction like GetVar(), SetVar(), SetGobal(),GetGlobal().
Searching and google thing about the Language, post on the subreddit and Game Exchange and tried to solve it by myself for hours... I just can't do it and I can't understand why ?
I will show parts of my codes for each.
poseur:
-- A basic monster script skeleton you can copy and modify for your own creations.
comments = {"Smells like the work\rof an enemy stand.",
"Nidhogg_Warrior is posing like his\rlife depends on it.",
"Nidhogg_Warrior's limbs shouldn't\rbe moving in this way."}
commands = {"GREET", "JUMP", "FLIRT", "CRINGE"}
EndDialougue = {" ! ! !","ouiii"}
sprite = "poseur" --Always PNG. Extension is added automatically.
name = "Nidhogg_Warrior"
hp = 99
atk = 1
def = 1
check = "The Nidhogg_Warrior is\rsearching for the Nidhogg"
dialogbubble = "rightlarge" -- See documentation for what bubbles you have available.
canspare = false
cancheck = true
GreetCounter = 5
Berserk = false
encounter:
-- A basic encounter script skeleton you can copy and modify for your own creations.
encountertext = "Nidhogg_Warrior is\rrunning frantically"
nextwaves = {"bullettest_chaserorb"}
wavetimer = 5.0
arenasize = {155, 130}
music = "musAncientGuardian"
enemies = {"poseur"}
require("Monsters.poseur")
enemypositions = {{0, 0}}
-- A custom list with attacks to choose from.
-- Actual selection happens in EnemyDialogueEnding().
-- Put here in case you want to use it.
possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
function EncounterStarting()
-- If you want to change the game state immediately, this is the place.
Player.lv = 20
Player.hp = 99
Player.name = "Teemies"
poseur.GetVar("Berserk")
end
Thank you for reading.
The answer to my problem was to use SetGobal(), GetGobal().
For some reasons my previous attempt to simply use SetGobal()Resulted in nil value despite writing it like that SetGobal("Berserk",true) gave me a nill value error, as soon as I launch the game.
But I still used them wrong. First I needed to put it SetGobal() at the end of the condition instead of at the start of the the poseur.lua script because the change of value... for some reasons was being overwritten by it first installment.
And to test the variable in the function in my encounter.lua, I needed to write it like that
function EnemyDialogueStarting()
-- Good location for setting monster dialogue depending on how the battle is going.
if GetGlobal("Jimmies") == true then
TEEEST()
end
end
Also any tips an suggestions are still welcome !
Well firstly, in lua simple values like bool and number are copied on assignment:
global={}
a=2
global.a=a--this is a copy
a=4--this change won't affect value in table
print(global.a)--2
print(a)--4
Secondly,
SetGobal and the other mentioned functions are not part of lua language, they must be related to your engine. Probably, they use word 'Global' not as lua 'global' but in a sense defined by engine.
Depending on the engine specifics these functions might as well do a deep copy of any variable they're given (or might as well not work with complicated objects).
I'm changing something in an Addon for World of Warcraft which are written in Lua.
There is a simple boolean variable which determines if some "all" frames are shown or only specific one.
So when = true then it will only show specific frames
when = false it will show all frames
I want to make a modifier with the shift key to show all frames when the shiftkey is pressed and hide them again when shift is realeased.
if IsShiftKeyDown() then
cfg.aura.onlyShowPlayer = false
else
cfg.aura.onlyShowPlayer = true
end
This is my very simple solution for it which works. The problem here is though it only works on starting of the script. You see in WoW everytime the interface gets loaded it will run the script if not told otherwise. That is not very efficent because I would send my user into a loadingscreen.
OnUpdate should fix my problem here which will run this specific code everytime a frame gets rendered which is pretty handy and is what I want to accomplish.
So this is what I made
local function onUpdate(self,elapsed)
if IsShiftKeyDown() then
cfg.aura.onlyShowPlayer = false
else
cfg.aura.onlyShowPlayer = true
end
end
local shiftdebuffs = CreateFrame("frame")
shiftdebuffs:SetScript("OnUpdate", onUpdate)
My problem is now that it doesn't work. I new to the onUpdate stuff and only copy pasted it from another addon I did which worked fine.
Right it goes straight to = false, which is only happening I think because it is the default.
thanks for the help
Right it goes straight to = false, which is only happening I think because it is the default.
No, there is no "default" branch in the if statement. For the control to get to the then branch the condition has to be evaluated to true. You need to check the logic, but if the script executed cfg.aura.onlyShowPlayer = false, it means that IsShiftKeyDown() was evaluated as true.
Hi I want my lua code in Computercraft to allow the user to turn the redstone signal on/off by right clicking on a monitor on top, but I can't get it to work.
monitor = peripheral.wrap("top")
monitor.clear()
monitor.setTextColor(colors.red)
monitor.setCursorPos(1, 1)
monitor.setTextScale(1)
monitor.write("Hello")
function rubber()
monitor.setCursorPos(1, 2)
monitor.clearLine()
if rs.getOutput("right", true) then
monitor.write("Rubber farm is on")
elseif rs.getOutput("right", false) then
monitor.write("Rubber farm is off")
end
local event = { os.pullEvent() }
if event == "monitor_touch" then
if rs.getOutput("right") == true then
rs.setOutput("right", false)
else
rs.setOutput("right", true)
end
else
write("test")
end
rubber()
end
Right now all it displays is 'hello' and I don't know how to fix it, anyone know how? Also I'm a beginner at Lua so I've probably made some pretty simple mistakes. Thanks
local event = { os.pullEvent() }
if event == "monitor_touch" then
os.pullEvent returns a tuple. In your code, you're packing this tuple into a table. That's fine, but you then compare that table to a string. Tables can't be equal to strings - they're a table. Either don't pack the tuple into a table, and keep the first return value (the type):
local event = os.pullEvent()
if event == "monitor_touch" then
Or extract the first element when comparing
local event = { os.pullEvent() }
if event[1] == "monitor_touch" then
The problem is you wanted to have that function infinitly looping, but you have not called your function outside your function.... also you should look into using while loops
while true do
//stuff here
end
just add
rubber()
to the last line after your last end tag.
You have to call the function.
rubber()
You need to close your function
function rubber()
monitor.setCursorPos(1,1)
monitor.clearLine()
end
The end is it you need to make this little word
this is a simple fix, simply add rubber() after you finish the function rubber, cause while you have created the function rubber, you have not called for it to start yet.
The "monitor_touch" event is what you should be using. Also, make sure the monitor you are using is an advanced monitor (the one with the yellow border).
If you need help in understanding the event, check out this page: http://computercraft.info/wiki/Monitor_touch_(event)