I'm trying to make a VLC script that checks if the "random" button is on, and if so when it jumps to a random file, instead of starting at time=0, it starts at a random time.
So far, it's looking to me like it should be a playlist script and I can get the duration from the playlist object, but in this documentation page doesn't show how to jump to a specific time from within the Lua script.
How can that be done in Lua?
Actually, the documentation does say you can do it...though not in so many words. Here's what it says about the interface for playlist parsers:
VLC Lua playlist modules should define two functions:
* probe(): returns true if we want to handle the playlist in this script
* parse(): read the incoming data and return playlist item(s)
Playlist items use the same format as that expected in the
playlist.add() function (see general lua/README.txt)
If you follow through to the description of playlist.add() it says the items have a big list of fields you can provide. There are plenty of choices (.name, .title, .artist, etc.) But the only required one seems to be .path...which is "the item's full path / URL".
There's no explicit mention of where to seek, but one of the parameters you can choose to provide is .options, said to be "a list of VLC options. It gives fullscreen as an example. If a parallel to --fullscreen works, can other command-line options like --start-time and --stop-time work as well?
On my system they do, and here's the script!
-- randomseek.lua
--
-- A compiled version of this file (.luac) should be put into the proper VLC
-- playlist parsers directory for your system type. See:
--
-- http://wiki.videolan.org/Documentation:Play_HowTo/Building_Lua_Playlist_Scripts
--
-- The file format is extremely simple and is merely alternating lines of
-- filenames and durations, such as if you had a file "example.randomseek"
-- it might contain:
--
-- foo.mp4
-- 3:04
-- bar.mov
-- 10:20
--
-- It simply will seek to a random location in the file and play a random
-- amount of the remaining time in the clip.
function probe()
-- seed the random number since other VLC lua plugins don't seem to
math.randomseed(os.time())
-- tell VLC we will handle anything ending in ".randomseek"
return string.match(vlc.path, ".randomseek$")
end
function parse()
-- VLC expects us to return a list of items, each item itself a list
-- of properties
playlist = {}
-- I'll assume a well formed input file but obviously you should do
-- error checking if writing something real
while true do
playlist_item = {}
line = vlc.readline()
if line == nil then
break --error handling goes here
end
playlist_item.path = line
line = vlc.readline()
if line == nil then
break --error handling goes here
end
for _min, _sec in string.gmatch( line, "(%d*):(%d*)" )
do
duration = 60 * _min + _sec
end
-- math.random with integer argument returns an integer between
-- one and the number passed in inclusive, VLC uses zero based times
start_time = math.random(duration) - 1
stop_time = math.random(start_time, duration - 1)
-- give the viewer a hint of how long the clip will take
playlist_item.duration = stop_time - start_time
-- a playlist item has another list inside of it of options
playlist_item.options = {}
table.insert(playlist_item.options, "start-time="..tostring(start_time))
table.insert(playlist_item.options, "stop-time="..tostring(stop_time))
table.insert(playlist_item.options, "fullscreen")
-- add the item to the playlist
table.insert( playlist, playlist_item )
end
return playlist
end
Just use this:
vlc.var.set(input, "time", time)
There is a seek method in common.lua.
Usage examples:
require 'common'
common.seek(123) -- seeks to 02m03s
common.seek("50%") -- seeks to middle of video
Related
This is my code
-- Script by supermarioclub231 as known as marioroblox102, and special thanks to jacko for some scripts things
-- idk
-- Player
local plr = game.Players:CreateLocalPlayer(0)
game:GetService("Visit")
game:GetService("RunService"):run()
plr:LoadCharacter()
-- have to do this so that the same numbers arent generated every time
math.random(); math.random(); math.random()
digits = 4 -- the amount of times to add digits to the end of the player name
prefix = "NoName "
suffix = "" -- wouldnt wanna type anything here, the digits will be added here!
for i=1, digits do
suffix = suffix .. math.random(1,9)
i = i + 1;
end
plr.Name = prefix .. suffix
-- shopium brings to you...
shirt = Instance.new("Shirt", plr)
pants = Instance.new("Pants", plr)
shirt.ShirtTemplate = "rbxasset://shirts/jared.png"
pants.PantsTemplate = "rbxasset://pants/jeans.png"
while true do
wait (0.001)
if plr.Character.Humanoid.Health <= 0 then
wait(5)
plr:LoadCharacter(true)
elseif plr.Character.Parent == nil then
wait(5)
plr:LoadCharacter(true)
end
end
everytime i run it, i get this
the line 39 is wait(000.1),
why its not working?
its supossed to do something forever
like a loop
but it gives me a error
First of all you don't have to you use math.random() three times at the start so it doesn't generate the same script everytime as thats not how it works it will generate a random number between the range you specify every time and the number may be the same every once in a while but thats why its called math.random() but I'm also working on fixing the rest of you script just wanted to tell you that. Also just use the ROBLOX Health Changed Event and the link to the wiki of that event is here.
So I have a roblox puzzle game that I have been working on for a while now on based on the arcade classic Q bert where the goal is to change all the colours of the bricks while avoiding enemies and getting a high score but I will be adding some features of my own so it does not get as repetitive such as additional tasks like collecting keys on platforms to unlock the door to the next level and secrets like a diamond that rarely appears once every 10 rounds and collecting one gives the player an extra dude and 10 million points.
This is how the game looks so far https://streamable.com/na46cu
The issue I am having as you can see is that the colours do in fact change but when I jump on it again it changes back to the first colour it changes to which in this case is green but I want it to stay on the first colour and make it so that it does not change until the player jumps on the brick again and later on in the game I want it to become more complex and puzzle like as the game goes on like in this example [https://www.youtube.com/watch?v=9eXJWiNXpOo][2] .
I have tried a few things like adding timers ,debounces and even separate scripts alltogether none of which have worked out for me so far and I of course went out looking for a question from somebody else that had a similar problem but so far I have been struggling to find anybody else that has the same problem.
local module = {} --module for the modulescript and for loop is created
local CollectionService = game:GetService("CollectionService")
for _, part,brick in pairs (CollectionService:GetTagged("blocks"))
do
part.Touched:Connect(function(hit) --Part connects with the touched property to the function with the parameter hit
if (hit.Parent:FindFirstChild("Humanoid"))
then
part.BrickColor = BrickColor.new ("Bright green")
wait (2)
part.BrickColor = BrickColor.new ("Eggplant")
-- local sound = workspace.Sound -- use "local sound = workspace.Sound", if there is already a sound object in the workspace
--sound.SoundId = "rbxassetid://4797903038" --replace quoted text with whatever sound id you need to use
--sound:Play()
end
end)
end
-- end)
--end
return module
I am not the best programmer but I do know the basics of programming and I have tried out various programming languages like Python and c++ all of which are not all that hard to understand once you know the basics of it all but finding out the solution to the problem is the really tricky part and so is bug fixing and troubleshooting.
I do know I could try a simple debounce system but that still does not solve the problem and it only makes it so the code only runs once and slows it down.
I have been asking all over the place for a solution to this problem but I never got an answer to it so I am trying on good old Stackoverflow for once to see if this will be the place where I get the help I need.
this should work, try it
local module = {} --module for the modulescript and for loop is created
local CollectionService = game:GetService("CollectionService")
local DidParts = {} -- Initializing another table to check if the part is already in it
for _, part,brick in pairs(CollectionService:GetTagged("blocks")) do
part.Touched:Connect(function(hit) --Part connects with the touched property to the function with the parameter hit
if hit.Parent:FindFirstChild("Humanoid") then
if table.find(DidParts,part) then
return -- checking if the part isnt in the table if it is then return
end
part.BrickColor = BrickColor.new("Bright green")
wait(2)
part.BrickColor = BrickColor.new("Eggplant")
table.insert(DidParts,part) -- when all the code has finished insert it in the table
-- local sound = workspace.Sound -- use "local sound = workspace.Sound", if there is already a sound object in the workspace
--sound.SoundId = "rbxassetid://4797903038" --replace quoted text with whatever sound id you need to use
--sound:Play()
end
end)
end
-- end)
--end
return module
I'm building a moving and sensing bot in CoppelliaSim for school. CopelliaSim uses Lua for scripting. Basically every time the bot's forward sensors hit something, one of three if statements will run. I want it to count how many times any of these if statements runs, and once that count gets to a certain amount (like 20), I'll run something else, which will do the same thing (find collisions, add to the count, reach an amount, and switch back to the first).
i=0
result=sim.readProximitySensor(noseSensor) -- Read the proximity sensor
-- If we detected something, we set the backward mode:
if (result>0) then backUntilTime=sim.getSimulationTime()+3
print("Collision Detected")
i=i+1
print(i)
end
result=sim.readProximitySensor(noseSensor0) -- Read the proximity sensor
-- If we detected something, we set the backward mode:
if (result>0) then backUntilTime=sim.getSimulationTime()+3
print("Collision Detected")
i=i+1
print(i)
end
result=sim.readProximitySensor(noseSensor1) -- Read the proximity sensor
-- If we detected something, we set the backward mode:
if (result>0) then backUntilTime=sim.getSimulationTime()+3
print("Collision Detected")
i=i+1
print(i)
end
Above is the start of a function and one of the three If statements. I'm printing just to see if it actually increments. It is printing, but it is not incrementing (just 1 over and over). This bot has 3 sensors on it (an if statement for each sensor) and it adds 1 to i for the first collision and ignores the rest, even if it's from the same sensor. I feel like my problem is just some simple syntax issue with Lua that I don't know and can't find how to properly fix.
I'm happy to provide more code if this little snippet was not sufficient to answer this question.
Assuming that you have a looping function such as sysCall_actuation which is being executed per simulation step. As Joseph Sible-Reinstate Monica has already stated, you are setting your variable i back to zero every time a simulation step is executed. To achieve your goal, you would have to set your variable to 0 outside your function. There are two appropriate approaches to achieve that:
Define the variable outside any function, in the beginning of your file (or before you define any function that uses your variable e.g right before the definition of sysCall_actuation).
-- Beginning of the file.
local i = 0
..
function sysCall_actuation()
..
i = i + 1
..
end
Define your variable in sysCall_init function, which is the appropriate approach in CoppeliaSim.
function sysCall_init()
i = 0
..
end
Finally, you can use your variable in your sysCall_actuation function with basic comparison operations:
function sysCall_actuation()
..
if i > 20 then
i = 0 -- Reset 'i' so this function will not be running every step again and again.
-- Do something here.
..
end
As a side note, practice using local variables whenever you can, to keep the memory clean and avoid having ambiguous variables.
This is my first time working with Lua, but not with programming. I have experience in Java, Action Script, and HTML. I am trying to create an addon for Elder Scroll Online. I managed to find the ESO API at the following link:
http://wiki.esoui.com/API#Player_Escorting
I am trying to make a function that returns a count of how many items each guild member has deposited in the bank. The code I have so far is as follows
function members()
for i=0, GetNumGuildEvents(3, GUILD_EVENT_BANKITEM_ADDED)
do
GetGuildEventInfo(3, GUILD_EVENT_BANKITEM_ADDED, i)
end
I am having trouble referencing the character making the specific deposit. Once I am able to do that I foresee making a linked list storing character names and an integer/double counter for the number of items deposited. If anyone has an idea of how to reference the character for a given deposit it would be much appreciated.
I don't have the game to test and the API documentation is sparse, so what follows are educated guesses/tips/hints (I know Lua well and programmed WoW for years).
Lua supports multiple assignment and functions can return multiple values:
function foo()
return 1, "two", print
end
local a, b, c = foo()
c(a,b) -- output: 1, "two"
GetGuildEventInfo says it returns the following:
eventType, secsSinceEvent, param1, param2, param3, param4, param5
Given that this function applies to multiple guild event types, I would expect param1 through param5 are specific to the particular event you're querying. Just print them out and see what you get. If you have a print function available that works something like Lua's standard print function (i.e. accepts multiple arguments and prints them all), you can simple write:
print(GetGuildEventInfo(3,GUILD_EVENT_BANKITEM_ADDED,i))
To print all its return values.
If you don't have a print, you should write one. I see the function LogChatText which looks suspiciously like something that would write text to your chat window. If so, you can write a Lua-esque print function like this:
function print(...)
LogChatText(table.concat({...}, ' '))
end
If you find from your experimentation that, say, param1 is the name of the player making the deposit, you can write:
local eventType, secsSinceEvent, playerName = GetGuildEventInfo(3,GUILD_EVENT_BANKITEM_ADDED, i)
I foresee making a linked list storing character names and an integer/double counter for the number of items deposited.
You wouldn't want to do that with a linked list (not in Lua, Java nor ActionScript). Lua is practically built on hashtables (aka 'tables'), which in Lua are very powerful and generalized, capable of using any type as either key or value.
local playerEvents = {} -- this creates a table
playerEvents["The Dude"] = 0 -- this associates the string "The Dude" with the value 0
print(playerEvents["The Dude"]) -- retrieve the value associated with the string "The Dude"
playerEvents["The Dude"] = playerEvents["The Dude"] + 1 -- this adds 1 to whatever was previous associated with The Dude
If you index a table with a key which hasn't been written to, you'll get back nil. You can use this to determine if you've created an entry for a player yet.
We're going to pretend that param1 contains the player name. Fix this when you find out where it's actually located:
local itemsAdded = {}
function members()
for i=0, GetNumGuildEvents(3, GUILD_EVENT_BANKITEM_ADDED ) do
local eventType, secsSinceEvent, playerName = GetGuildEventInfo(3, GUILD_EVENT_BANKITEM_ADDED, i)
itemsAdded[playerName] = (itemsAdded[playerName] or 0) + 1
end
end
itemsAdded now contains the number of items added by each player. To print them out:
for name, count in pairs(itemsAdded) do
print(string.format("Player %s has added %d items to the bank.", name, count))
end
It is possible to create a Lua module which returns multiple results via the require function? I'm currently writing an extension to package.loaders and I want to know if I need to support such behavior.
For example, take the following module, named mod.lua:
print("module loading")
return "string1", "string2"
Which is required by the following script:
print("running script")
s1, s2 = require("mod")
print("s1: " .. tostring(s1))
print("s2: " .. tostring(s2))
Results in the following output:
running script
module loading
s1: string1
s2: nil
When I would expect the second string to be returned. I'm not looking to use such behavior, and I realise that you could replicate it by returning a table and unpacking that, I just want to know if it's meant to work (as it's valid Lua syntax) and I can't find a definitive answer on this anywhere.
You could always return a function from your module and have that return multiple values, like below:
foo.lua
return function() return "abc", 123 end
bar.lua
local a, b = require "foo" ()
Lua 5.1.3
require lua export implemented in static int ll_require (lua_State *L) in loadlib.c file. This functions always returns 1 as number of returned values on stack.
Sometimes it may be preferable to pass-back a 'table' if entries, depending on what you need to return.
-- -- -- -- -- Parent.Lua -- -- -- -- --
local ChildReturns=require("Child");
print("The favourite toy is "..ChildReturns.GetFavourieToy());
print("List ALL toys on the child's favourites list:-");
for F_vK,F_vV in ipairs(ChildReturns) do
print(F_vK,F_vV);
end
-- -- -- -- -- Parent.Lua -- -- -- -- --
local ChildReturns=require("Child");
print("The favourite toy is "..ChildReturns.GetFavourieToy());
print("List ALL toys on the child's favourites list:-");
for F_vK,F_vV in ipairs(ChildReturns) do
print(F_vK,F_vV);
end
== == == ==
The favourite toy is Lego
List ALL toys on the child's favourites list:-
1 Lego
2 Meccano
And if needed one could even use the 'unpack' command.
this is how I do it:
foo.lua
return {val1, val2}
bar.lua
myval1, myval2 = unpack(require('foo'))
for you it might be table.unpack, not sure
returning a function is also nifty, but I think upack(require()) tells you exactly what is going on.
When a required Lua script returns multiple results in a table like...
-- req.lua
return {one = 1, two = 2, three = 3}
...then you can catch one of them with...
print(require('req').two) -- Output is: 2
Because only the first return value goes into package.loaded.req.
Therefore multiple results that are not in a table doesnt make much sense for a script thats designed for require().