Garrys Mod lua kick and gag Troubble - lua

I've got a Server and want to add tabs to the menu I've put in the command
local force = actions:AddOption( "Kick Player from the game" )
force:SetIcon( "icon16/delete.png" )
function force:DoClick()
RunConsoleCommand("ulx kick","reason", ply:EntIndex())
end
But i Get This Error sign
RunConsoleCommand: Command has invalid characters! (ulx kick (' '))
The first parameter of this function should contain only the command, the second parameter should contain arguments.
PLEASE Can anyone help me

Your command is ulx
Your arguments are: kick, reason and ply:EntIndex()
So instead of
RunConsoleCommand("ulx kick","reason", ply:EntIndex())
the line should be:
RunConsoleCommand("ulx", "kick", ply:EntIndex(), "reason")
'cause the first argument of the function should only contain the command you want to call.
Source: your Error Message ("The first parameter of this function should contain only the command, [...]") and
http://wiki.garrysmod.com/page/Global/RunConsoleCommand

Related

How to detect if a field contains a character in Lua

I'm trying to modify an existing lua script that cleans up subtitle data in Aegisub.
I want to add the ability to delete lines that contain the symbol "♪"
Here is the code I want to modify:
-- delete commented or empty lines
function noemptycom(subs,sel)
progress("Deleting commented/empty lines")
noecom_sel={}
for s=#sel,1,-1 do
line=subs[sel[s]]
if line.comment or line.text=="" then
for z,i in ipairs(noecom_sel) do noecom_sel[z]=i-1 end
subs.delete(sel[s])
else
table.insert(noecom_sel,sel[s])
end
end
return noecom_sel
end
I really have no idea what I'm doing here, but I know a little SQL and LUA apparently uses the IN keyword as well, so I tried modifying the IF line to this
if line.text in (♪) then
Needless to say, it didn't work. Is there a simple way to do this in LUA? I've seen some threads about the string.match() & string.find() functions, but I wouldn't know where to start trying to put that code together. What's the easiest way for someone with zero knowledge of Lua?
in is only used in the generic for loop. Your if line.text in (♪) then is no valid Lua syntax.
Something like
if line.comment or line.text == "" or line.text:find("\u{266A}") then
Should work.
In Lua every string have the string functions as methods attached.
So use gsub() on your string variable in loop like...
('Text with ♪ sign in text'):gsub('(♪)','note')
...thats replace the sign and output is...
Text with note sign in text
...instead of replacing it with 'note' an empty '' deletes it.
gsub() is returning 2 values.
First: The string with or without changes
Second: A number that tells how often the pattern matches
So second return value can be used for conditions or success.
( 0 stands for "pattern not found" )
So lets check above with...
local str,rc=('Text with strange ♪ sign in text'):gsub('(♪)','notation')
if rc~=0 then
print('Replaced ',rc,'times, changed to: ',str)
end
-- output
-- Replaced 1 times, changed to: Text with strange notation sign in text
And finally only detect, no change made...
local str,rc=('Text with strange ♪ sign in text'):gsub('(♪)','%1')
if rc~=0 then
print('Found ',rc,'times, Text is: ',str)
end
-- output is...
-- Found 1 times, Text is: Text with strange ♪ sign in text
The %1 holds what '(♪)' found.
So ♪ is replaced with ♪.
And only rc is used as a condition for further handling.

how to fix Players.louie43pro.PlayerGui.admin.Frame.LocalScript:10: Expected identifier when parsing expression, got ')' error roblox studio?

I have a problem in Roblox studio. There's an error when im trying to make an admin command script using local script.
The error is
Players.louie43pro.PlayerGui.admin.Frame.LocalScript:10: Expected
identifier when parsing expression, got ')'
I have tried so many things to fix this error.
please help.
This is the script that i have
local rs = game:GetService("ReplicatedStorage")
local commandEvent = rs:WaitForChild("CommandEvent")
local frame = script.Parent
local enter = frame.Enter
local box = frame.CommandBox
--takes command and splits it up
local function get_command()
local command = ()
for word in string.gmatch(box.Text, "\S+") do
table.insert(command, word)
end
local action = command[1]
local person = command[2]
print(action)
print(person)
commandEvent:FireServer(action, person)
box.Text = " "
end
enter.MouseButton1Click:Connect(get_command)
Can anybody help me with my problem?
please..
local command = () is not valid Lua syntax.
() is the call operator. You want to create a table value so use the table constructor {}
local command = {}
Or maybe you forgot a function name? You could also do something like this
local command = getMeSomeTable()
Then the call operator would make sense. That function should return a table of course.
As soon as you have fixed this error you'll face another error for using an invalid escape sequence. Replace \S with %S to match a non-whitespace character.
In case you do not find 2 matches you'll run into the next error. So you should check if command actually has two elements at keys 1 and 2 befor you index them.
So maybe add something like
if action and person then command:FireServer(action, person) end

How to determine if sysdig field exists or handle error if it doesn't

I'm using Sysdig to capture some events and have a small chisel (LUA script) to capture and format the events as necessary. On the on_init() I'm requesting fields like so :
f_field = chisel.request_field("<field>")
My question is how can I check if a field exists before requesting it? I'm going to use a new field only just released on 0.24.1 but ideally I'd like my chisel to continue to work on older versions of sysdig without this field. I've tried wrapping the call to chisel.request_field in a pcall() like so :
ok, f_field = pcall(chisel.request_field("<field>"))
and even implementing my own "get_field" function :
function get_field(field)
ok, f = pcall(chisel.request_field(field))
if ok then return f else return nil end
end
f_field = get_field("<field>")
if f_field ~= nil then
-- do something
end
but the error ("chisel requesting nonexistent field <field>") persists.
I can't see a way to check if a field exists but I can't seem to handle the error either. I really don't want multiple versions of my scripts if possible.
Thanks
Steve H
You're almost there. Your issue is in how you're using pcall. Pcall takes a function value and any arguments you wish to call that function with. In your example you're passing the result of the request_field function call to pcall. Try this instead..
ok, f = pcall(chisel.request_field, "field")
pcall will call the chisel method with your args in a protected mode and catch any subsequent errors.

Issue with using int.parse() in Dart

I'm currently teaching myself the Dart language, and my first app doesn't seem to be working right. Here's the code that's causing trouble:
usrLoc = int.parse(query("#txtLoc").text);
When I try to run the app, it opens fine, but when I click the button that triggers this (and three other similar parses), the debugger stops and tells me "Source not found" for int._native_parse(), int._parse(), and int.parse().
Any help would be greatly appreciated.
The text property for the specified element #txtLoc returns an empty string.
The parse method requires that:
The source must be a non-empty sequence of base- radix digits, optionally prefixed with a minus or plus sign ('-' or '+').
You can specify an onError named argument in your call to parse, which takes a callback that handles the invalid input. E.g., if you want the parse call to return the value 42 for all invalid input, you can do this:
usrLoc = int.parse(query("#txtLoc").text, onError: (val) => 42);
If you really expect the element to have some text, you can store the result of query("#txtLoc").text into a separate variable and verify the value. It would also be interesting to check what the real element type is or which tag is marked with id #txtLoc.
If you want to get the content of an input element, you should use the value property instead of text:
query("#txtLoc").value

World-of-Warcraft Chat Frame Filter Conflict

I have a WoW/LUA script that I am attempting to start, but it seems to conflict with the Stubby addon, which is a part of the Auctioneer addon, I believe. Here is the message I receive:
Error occured in: Stubby Count: 1 Message: Error: Original call failed
after running hooks for: ChatFrame_OnEvent Usage:
SendChatMessage(text [,type] [,language] [,targetPlayer]) Debug:
(tail call): ? [string ":OnEvent"]:1:
[string ":OnEvent"]:1
Now, the only thing that's happening in the conflicting addon is:
ChatFrame_AddMessageEventFilter("CHAT_MSG_PARTY", partyMsg)
The code within partyMsg is very simple as well:
local function partyMsg(msg,author,language,lineID,senderGUID)
if (store ~= msg) then
SendChatMessage(msg,"SAY",nil,nil);
end
store = msg;
end
Is this error due to two addons both trying to filter the chat frame? If so, how can this be done? It seems odd to me that Blizzard would have such a simple and yet important concept limited to one addon.
I think I see what happened here.
The reference you were using, Events/Communication, shows only the specific parameters for a particular event, regardless of context.
The context is usually an OnEvent handler.
The ChatFrame_AddMessageEventFilter function lets you use the chat frame's OnEvent handler instead of your own for chat frame events, and has well defined parameters for filters you add.
An OnEvent handler might look like:
function Foo_OnEvent(self, event, ...)
A 'ChatFrame' filter must look like this, for the first two parameters:
function Foo_ChatFrameFilter(self, event, msg, ...)
The ChatFrame filter is specific. For OnEvent however, you can make a Lua 'handler' that doesnt care about what frame it came from:
<OnEvent>
MyEventHandler(event, ...)
</OnEvent>
For the sake of completion, I will include the entire source of this addon:
local function partyMsg(someTable,msgType,msg,user,language,...)
if (store ~= msg) then
SendChatMessage(user .. " just said: ".. msg .. " using that sneaky " .. language .. " language.");
end
store = msg;
return false;
end
ChatFrame_AddMessageEventFilter("CHAT_MSG_PARTY", partyMsg)
ChatFrame_AddMessageEventFilter("CHAT_MSG_PARTY_LEADER",partyMsg)
There were a couple issues with the original code:
1) I was using WoWWiki to get my information, and first, I read it incorrectly. lineID and senderGUID are not the 4th and 5th arguments. Then, beyond this, WoWWiki is incorrect on this page in general. The correct arguments are listed above in the source. The first argument, a table, I am unsure of its purpose. In any case, this code now works fully.

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