Calixa2010-11-19 21:09:15
True. A forum post with "this is how you use it atm" would have been helpful though. I saw later on I did miss sendGMCP mentioned in some threads. Oh well, it's under development, I just had to pick something cutting edge for my first code project
Seraku2010-11-19 22:56:44
How would I go about gagging the smiley face spam?
Vadi2010-11-19 23:32:52
Quite easy actually... there are several ways to do this, but one of them would be to trigger the first line, then add this script:
deleteLine()
tempLineTrigger(1, #, ])
Replace # for the amount of lines that the smileyface covers.
deleteLine()
tempLineTrigger(1, #, ])
Replace # for the amount of lines that the smileyface covers.
Dysolis2010-12-04 07:16:09
Question, how do you setup something like this for a syntax? Cast Icewall direction. I want to know how to use a direction in an alias so I can make icewalls and firewalls.
Anisu2010-12-04 07:56:57
QUOTE (Dysolis @ Dec 4 2010, 08:16 AM) <{POST_SNAPBACK}>
Question, how do you setup something like this for a syntax? Cast Icewall direction. I want to know how to use a direction in an alias so I can make icewalls and firewalls.
^iw\\s+(\\w+)$
send("cast icewall " .. matches)
Dysolis2010-12-04 08:13:12
thanks!
Unknown2010-12-06 02:13:18
I was wondering how to define a permanent variable that will stay upon logging out? e.g. I can make a simple 'bashing target' trigger by setting 'tgt' to go with 'target = matches'. But if I wanted something more concrete that won't require me do redefine the target every time I quit, how would I do that?
Jules2010-12-06 03:01:19
QUOTE (Shou @ Dec 5 2010, 09:13 PM) <{POST_SNAPBACK}>
I was wondering how to define a permanent variable that will stay upon logging out? e.g. I can make a simple 'bashing target' trigger by setting 'tgt' to go with 'target = matches'. But if I wanted something more concrete that won't require me do redefine the target every time I quit, how would I do that?
CODE
remember("var_name") -- Make sure to put quotes around the variable name
saveVars() -- To save all the variables flagged to remember
loadVars() -- To load them up when you log back in
saveVars() -- To save all the variables flagged to remember
loadVars() -- To load them up when you log back in
Unknown2010-12-06 05:01:00
Is there a resource for learning how to build labels and other custom gui stuff? It looks like that part of the manual isn't written yet.
To be more specific, I want a status bar that sits right above the command prompt and shows info like my current target.
To be more specific, I want a status bar that sits right above the command prompt and shows info like my current target.
Unknown2010-12-06 05:50:09
QUOTE (Jules @ Dec 5 2010, 10:01 PM) <{POST_SNAPBACK}>
CODE
remember("var_name") -- Make sure to put quotes around the variable name
saveVars() -- To save all the variables flagged to remember
loadVars() -- To load them up when you log back in
saveVars() -- To save all the variables flagged to remember
loadVars() -- To load them up when you log back in
Oh thanks! Would I use saveVars() as a trigger when I quit, and loadVar() as another trigger when I log in then?
Lilia2010-12-06 06:47:23
QUOTE (Shou @ Dec 5 2010, 11:50 PM) <{POST_SNAPBACK}>
Oh thanks! Would I use saveVars() as a trigger when I quit, and loadVar() as another trigger when I log in then?
Yep.
Anisu2010-12-06 08:22:09
QUOTE (Shou @ Dec 6 2010, 06:50 AM) <{POST_SNAPBACK}>
Oh thanks! Would I use saveVars() as a trigger when I quit, and loadVar() as another trigger when I log in then?
this has one downside though, if your client freezes up (mine does whenever I try to reconnect) then you will lose stuff.
I'm not sure how saveVars() works but it might be better to somehow have it trigger on every change of a variable (but then vadi can give better advice on that)
I currently trigger on: Password correct. Welcome to Lusternia.
with:
if loadedvars ~= true then
loadVars()
loadedvars = true
end
so that only one of my utility scripts loads them
Unknown2010-12-07 00:31:20
Ahh okay, I will keep that in mind, thanks.
Here's another question - is there a way to make triggers wait for a certain line (after it's been activated) before attempting to fire?
E.g. I have a trigger that's set to fire when a certain event happens, but that also requires me to have balance. Right now I have my trigger set to spam itself until balance is regained, but that is pretty spammy... so how can I make the trigger fire when the event happens but also wait until I recover balance again?
(I thought about making separate variables for balance but ran into the issue of "Okay, balance is there, but now I need to still fire the trigger after the fact).
This is in the context of turret firing for aetherspace. Hope that made sense...
Here's another question - is there a way to make triggers wait for a certain line (after it's been activated) before attempting to fire?
E.g. I have a trigger that's set to fire when a certain event happens, but that also requires me to have balance. Right now I have my trigger set to spam itself until balance is regained, but that is pretty spammy... so how can I make the trigger fire when the event happens but also wait until I recover balance again?
(I thought about making separate variables for balance but ran into the issue of "Okay, balance is there, but now I need to still fire the trigger after the fact).
This is in the context of turret firing for aetherspace. Hope that made sense...
Anisu2010-12-07 00:43:10
QUOTE (Shou @ Dec 7 2010, 01:31 AM) <{POST_SNAPBACK}>
Ahh okay, I will keep that in mind, thanks.
Here's another question - is there a way to make triggers wait for a certain line (after it's been activated) before attempting to fire?
E.g. I have a trigger that's set to fire when a certain event happens, but that also requires me to have balance. Right now I have my trigger set to spam itself until balance is regained, but that is pretty spammy... so how can I make the trigger fire when the event happens but also wait until I recover balance again?
(I thought about making separate variables for balance but ran into the issue of "Okay, balance is there, but now I need to still fire the trigger after the fact).
This is in the context of turret firing for aetherspace. Hope that made sense...
Here's another question - is there a way to make triggers wait for a certain line (after it's been activated) before attempting to fire?
E.g. I have a trigger that's set to fire when a certain event happens, but that also requires me to have balance. Right now I have my trigger set to spam itself until balance is regained, but that is pretty spammy... so how can I make the trigger fire when the event happens but also wait until I recover balance again?
(I thought about making separate variables for balance but ran into the issue of "Okay, balance is there, but now I need to still fire the trigger after the fact).
This is in the context of turret firing for aetherspace. Hope that made sense...
the easiest way is to send the command to a variable.
For example the shipt target: Gargantuan
if todo == nil then
todo = {}
end
if modulebalance == true then
send("turret target creature " .. matches)
else
table.insert(todo, "turret target creature " .. matches)
end
then on a balance trigger use
if todo ~= nil then
send(todo)
table.remove(todo, 1)
end
Unknown2010-12-07 02:52:07
Instead of
you can just do
CODE
if todo == nil then
  todo = {}
end
  todo = {}
end
you can just do
CODE
todo = todo or {}
Lilia2010-12-07 04:44:27
I have a question about tables. Say I capture my enemies list and make a table holding all my names. Then I want to trigger something, but only if the person is on my enemies list. I'm guessing if matches ~= something. What's the something?
Also @Shou, that sounds kind of complicated. I trigger the target call to target the turret, then trigger the turret regaining balance to fire. If the target is dead, I trigger that line to retarget, because we generally siphon more than one beast.
Also @Shou, that sounds kind of complicated. I trigger the target call to target the turret, then trigger the turret regaining balance to fire. If the target is dead, I trigger that line to retarget, because we generally siphon more than one beast.
Neos2010-12-07 04:49:28
QUOTE (Lilia @ Dec 6 2010, 11:44 PM) <{POST_SNAPBACK}>
I have a question about tables. Say I capture my enemies list and make a table holding all my names. Then I want to trigger something, but only if the person is on my enemies list. I'm guessing if matches ~= something. What's the something?
Also @Shou, that sounds kind of complicated. I trigger the target call to target the turret, then trigger the turret regaining balance to fire. If the target is dead, I trigger that line to retarget, because we generally siphon more than one beast.
Also @Shou, that sounds kind of complicated. I trigger the target call to target the turret, then trigger the turret regaining balance to fire. If the target is dead, I trigger that line to retarget, because we generally siphon more than one beast.
if table.contains(enemies, matches) then blah end works
Sylphas2010-12-07 04:57:03
QUOTE (AquaNeos @ Dec 6 2010, 11:49 PM) <{POST_SNAPBACK}>
if table.contains(enemies, matches) then blah end works
Did I really write an isMember() function when I didn't have to? Drat.
Aramel2010-12-07 05:02:35
I usually use "if enemies] then xyz". It seems more elegant, for some reason.
Lilia2010-12-07 05:05:19
Is there any way to do the opposite? That works for the enemy thing, but I also need something like that for my curing system. I guess what I really need to know is, how do you end a function in the first line?
if thisthing = true then end
else dothis end
This is telling me I don't have enough ends, which I understand, but everything else I've tried has done the second part no matter what the first part comes out to.
if thisthing = true then end
else dothis end
This is telling me I don't have enough ends, which I understand, but everything else I've tried has done the second part no matter what the first part comes out to.