User:Ransom: Difference between revisions

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My trip back into Lua...
My trip back into Lua...
use for variable,nth do ... end or for i=1,nth do ... end
NOT
while blah <= nth do when possible.


something can serve as false, 0, etc. to help with pulling option stuff from users or general error compensation
something can serve as false, 0, etc. to help with pulling option stuff from users or general error compensation
<syntaxhighlight lang="lua">blah = getSomething(...) or something</syntaxhighlight>
<syntaxhighlight lang="lua">blah = getSomething(...) or something</syntaxhighlight>


Lua's secret global table... this is how you would refer to a variable, knowing its name through the use of other variables, such as a for k,v statement that makes a number attached to a static string
Lua's secret global table... this is how you would refer to a variable, knowing its name through the use of other variables, such as a for k,v statement that makes a number attached to a static string

Revision as of 19:38, 2 January 2011

Your mom puts her face into cookie dough to make monster cookies!

My trip back into Lua...

use for variable,nth do ... end or for i=1,nth do ... end NOT while blah <= nth do when possible.

something can serve as false, 0, etc. to help with pulling option stuff from users or general error compensation

blah = getSomething(...) or something

Lua's secret global table... this is how you would refer to a variable, knowing its name through the use of other variables, such as a for k,v statement that makes a number attached to a static string

_G["blah"..tonumber(x)]

Using 1 line of code for 2 lines (bad practice!):

outputChatBox("hi") outputChatBox("there") outputChatBox("sir")
hi = "hi"; there = "there"; sir = "sir"--for assignment stuff

bindKey Lesson:

	
bindageB = function() outputChatBox ( "bindageB" ) end
bindKey ( "F1", "down", function (bindageA) outputChatBox("bindageA") end )
bindKey ( "F1", "down", bindageB )
unbindKey ( "F1", "down", bindageA )--This would unbind everything from F1! bindageA is nil. You must use 2 lines as shown with bindageB.
unbindKey ( "F1", "down", bindageB )--This only removes bindageB. Proper.

A short piece about addEventHandler: addEventHandler is like a filter mostly... its to trigger on specific things. You could create fake parent elements (tree branches) and move elements out of their trees into the dummy tree, so only they call a function. They could also be got by getElementsByType. root is defined by default in MTA as the root of the resource's element tree. That means all peds, vehicles, objects, everything will trigger an event handler. The one place where it is very significant is GUI elements. Since their use is mainly a bunch of clicking, you can see the need to isolate GUI elements with their own event handlers, vs. a massive onClientGUIClick if statement.

When using bindkey, just make it all filter into 1 function and do some checks. Don't be ignant.


My old LUA Information, Tips, and Tricks from the main page! Deleted revision of LUA Information, Tips, and Tricks (as of 21 September 2007, at 07:14) by Ransom


This may possibly be a brief tut in the future trying to get people familiar with things like tables, xml, and other 'scary' stuff :P

  • Appending two Strings: .. Will append a string to another string or varible. This could for example show who has joined a server by appending joining text and joining it to another string which reads a varible (for this example, called playerstring) that sees what player has joined: playerstring.."has joined the server"
  • Script Commentation (--): -- Denotes script commentation. This is for taking notes on your script and will not be read by the script. Everything after -- on the same line will be ignored unless you surround the comment like so: --[[like this]], which allows you to comment somewhere besides the end of script lines.
  • Using strings (""): Is used to specify a string of text, rather than a varible. Quotes must surround your text on functions that have a text argument.
  • Usage of == and =: Two equal signs (==) are used to compare and see if two varibles are equal. One equal sign (=) sign is used to set a varible after the sign.
  • Optional Arguments: You do not have to specify all arguments for some functions. Optional functions are enclosed with [ ] in the syntax display. They are also explained under the "Optional Arguments" heading rather than the "Required Arguments" heading. All the required arguments will always come before optional arguments. You may specify any amount of the optional varibles, but required arguments must always be assigned. You may also choose to skip assigning a value to an optional argument by using "nil" to leave it unassigned and move to the next argument. I will use the following function in the examples (which is a more rare type of function with no required varibles):
textitem textCreateTextItem ( [string text, float x, float y, string priority, int red, int green, int blue, int alpha, float scale] )

Using only the required arguments:

scoregrove = textCreateTextItem ( "Display this as text", 0.075, 0.215 ) --I only wanted to display that text at x,y position on the screen

Using optional arguments after an optional argument you do not want to specify:

scoregrove = textCreateTextItem ( "Display this as text", 0.075, 0.215, nil, 70, 145, 0, 255,  1.8  ) --I wanted to display that text at x, y and in certain color without specifying its text priority argument
  • Source: Can be used to point to a player if player is not a predefined varible specified in the function. For example playerquit does not have the "player" varible in it. Source is used to point to the player who quit to perform actions on him/her:
on function on PlayerQuit ()
destroyBlipAttachedTo ( source )
  • Converting numbers to strings: A number can be changed to be read as a string by LUA when using it in a string argument of a function. One use for this is with the function textItem = textCreateTextItem ( string text, float x, float y ) - if you wanted to display a score varible (groveteamscore = a number), you would need to convert it to be read as a string by LUA so satisfies the requirement of the function for the text to be a string. You can use the following methods to convert the number varible to a string varible:

1. Use a string (can be empty: "" to not display anything ) and append the number varible to the string using .. so it satisfies the function:

textItem = textCreateTextItem ( "Score: " .. groveteamscore, 0.5, 0.5 )

2. Use the tostring() function which will convert your number to be read as a string of text by LUA

textItem = textCreateTextItem ( "Score: " .. tostring(groveteamscore), 0.5, 0.5 )
  • Converting strings to numbers:: id = tonumber ( gettok ( text, 3, 32 ) )
  • RandInt & RandFloat: + skipping numbers inbetween lower_limit+randint()*upper_limiter

randFloat () * 0.94 + 0.01

  • Doing Math Right - Using Parenthesis:
  • Time Measurement of MS: 1000 = 1 minute
  • Check type -bit here about checking argument type with type()-
  • Tables as strings and [#] and nested tables -bit here-

Refer to string tables as Table.string

Creating a table of varibles.. ex: buyWeaponText = {} --Must declare an empty table to use for filling in values

   for k, v in ipairs(buyWeapon) do
   	buyWeaponText[k] = textCreateTextItem ( "Purchase Price: $"..tostring(buyWeapon[k].buyWeaponPrice), 0.2, 0.3, nil, 0, 170, 0, nil, 3 )         

textDisplayAddText ( buyWeaponDisplay, buyWeaponText[k] )

   end
  • k,v in i(pairs)

(in order pair checking, possible with continuous table (array) vs.(pairs) table with numbering that has holes and pairs must be checked in random out of order)

Triggering a custom function: in another function type "Explosion()" for example to activate function "function Explosion ()". This would activate it once. You could use a timer to trigger how many times it was activated.

  • Using double quotes in a string A backslash before a double quote will stop it from being recognized as the beginning or end of a string. For example: outputChatBox ( " Ransom called Fedor a \"disgrace\" for not being patient enough to learn Lua. " )

Other LUA Tips & Tricks

id - This page is a collection of various IDs (weapons, cars, clothes, sounds, upgrades, weather, skins, etc)