Scripts / FPI to LUA

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Divided
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Posted: 8th Jul 2014 15:32
Hey, so I have been looking around and for the life of me can't seem to find an fpi to lua converter.

has one been created or being created?



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TattieBoJangle
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Posted: 8th Jul 2014 15:52
Hi Divided if you mean fpi to fpe there isn't one but i have attached a standard fpe if you need it.





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Scene Commander
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Posted: 8th Jul 2014 16:27
Hi,

I'm fairly certain you do mean an FPI to LUA convertor. I'm afraid currently no one has created one, and I'd be very impressed by anyone who could. The two languages aren't compatible and many of the original FPI commands either don't yet exist in Reloaded or aren't required.

I'm afraid for now, you'll need to learn LUA and rewrite the scripts yourself, or throw yourself at the mercy of the community and hope that someone is able to help you out.

SC

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Avram
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Posted: 10th Jul 2014 18:57 Edited at: 10th Jul 2014 18:58
We have actually talked about this already: http://fpscrforum.thegamecreators.com/?m=forum_view&t=207732&b=2



I have started working on a converter, but until we can accomplish with LUA everything we could with FPI, this is just a proof-of-concept that making a converter is possible.



Take a look at this convertor wannabe here: http://fpscr.tk/fpi2lua/

unfamillia
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Posted: 10th Jul 2014 20:39
Is that link to your converter?

It looks awesome.....well, not looks awesome, but, from a non scripter, it looks very promising!

Avram
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Posted: 11th Jul 2014 15:12 Edited at: 11th Jul 2014 16:41
Yeah, thanks... I just need to define all the fpi_* functions that will mimic the original FPI functions... just that



edit: Here, half an hour later, I have made couple of these functions. However, there are still a lot of them to be made, and I'm not sure at this state we can make all of them... LUA in FPSCR simply doesn't support all these FPI commands...



So you would need to require fpi2lua.lua in order for these functions to work. Here's the file: http://fpscr.tk/fpi2lua/fpi2lua.lua



I have updated converter code to require fpi2lua file... but this is still not usable, we need moar functions!

hukuta94
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Posted: 15th Oct 2014 18:21
Wow! Great job! How does it work? I have a script to connect to each module "fpi2lua.lua" to use it?
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Avram
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Posted: 16th Oct 2014 11:38
As I have already mentioned, "until we can accomplish with LUA everything we could with FPI, this is just a proof-of-concept that making a converter is possible". So no, you can't use it yet, not until LUA in FPSC:R is extended a bit more

Once it's finished (no way to know when) you'll just need to have fpi2lua.lua in your Files\scriptbank\ folder and it should all work fine.

hukuta94
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Posted: 20th Oct 2014 12:33 Edited at: 20th Oct 2014 12:35
Avram, one question. How to set the path sound in lua language? Here fpi2lua code:







No sound is played. Lua an error on this line. Maybe FPSCR does not yet have such an opportunity?
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Avram
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Posted: 20th Oct 2014 12:48
As i have already mentioned several times, my converter is just a proof of concept and should not be used as produced code most likely will not work.

I guess you can't specify sound file path in Reloaded, you can specify path when editing entity and then just PlaySound0(e) or PlaySound1(e) to play one of two files you can assign to an entity.

tomjscott
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Posted: 20th Oct 2014 17:07
If you want better sound control, use the Omega Core plugin, which not only has true positional 3D sound, but allows you to load as many sound files as you want in code and start and stop them anywhere you want. The only caveat right now is that it only supports wav files and not ogg.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
hukuta94
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Posted: 20th Oct 2014 18:40
What is the core of omega plugin? How to use it?
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tomjscott
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Posted: 20th Oct 2014 21:15 Edited at: 20th Oct 2014 21:16
Quote: "What is the core of omega plugin? How to use it?"




Omega Core is a Lua extension module designed to bring important scripting features to Reloaded that are not yet implemented while Reloaded is still in Beta. It includes full keyboard/mouse input, 3D positional sound, convenience functions for video playback using free to use video players, and more.



You can get it here:



https://www.dropbox.com/s/eb3o460nh7cv201/Omega%20Core%20-%20v106a.zip



Instructions for using it are included in the documentation. And I am available to help if you run into any problems or need questions answered.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
hukuta94
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Posted: 21st Oct 2014 18:50
tomjscott thank you very much
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hukuta94
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Posted: 21st Oct 2014 20:15
Great Omega core! There is an official topic with omega core? I created a simple 3D - sound. It sounds amazing! Waiting and looking forward to updates! Great job!
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tomjscott
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Posted: 22nd Oct 2014 00:49
Quote: "Great Omega core! There is an official topic with omega core? I created a simple 3D - sound. It sounds amazing! Waiting and looking forward to updates! Great job!"


You are welcome. I'm glad it's working for you. I did have an official topic somewhere, but haven't updated it in a while. I do have a blog though, which I just updated yesterday. I have a planned update to the plugin, which I expect to get out soon. Although I've been very busy with my Wii U projects.

http://magiqueprod.wordpress.com/

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
cybernescence
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Posted: 22nd Oct 2014 10:12
@tomjscott

Thanks for continuing with OmegaCore !

I had a slight issue with the version I got from 'reloadedfiles'. Reloaded was crashing with 'OmegaCore.dll not found'. When I investigated, it appears as if this version has a dependency on OpenAL3
tomjscott
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Posted: 22nd Oct 2014 14:58
Quote: "it appears as if this version has a dependency on OpenAL32.dll "


Yes, it does use OpenAL. I probably should have included that information in the documentation, but I think most systems already have OpenAL32.dll for something and it wouldn't be a problem. I really want to just statically link OpenAL into Omega Core, but not sure that can be done. I think I looked into it and couldn't find any info on it at the time.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
cybernescence
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Posted: 22nd Oct 2014 16:07
Fair enough - just thought I'd mention it as my system obviously didn't have it.

Congratulations on a great plug-in. Wish I knew how you did it and hope you release the mouse/key input ... looking forward to shaking the world with it and perhaps getting smooth video shots using scripts?

tomjscott
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Posted: 22nd Oct 2014 16:41
I actually fired up Reloaded this morning and took a quick look a the state of my plugin code. The only thing I hadn't added for the next version was automated mouse button input. Plus I haven't yet document the new commands. So, it shouldn't be too much work to put together a new release. I would still like to expose the GUI stuff at some point as well, but hesitant to do so because it's more than trivial to finish that part up properly. But maybe I can work up some very simple GUI elements that can be scripted.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
hukuta94
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Posted: 23rd Oct 2014 02:32
I look forward to the update! I am very interested in 3D sound. What other features are expected with the sound?
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tomjscott
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Posted: 23rd Oct 2014 03:44
Quote: "What other features are expected with the sound?"


I eventually plan to add effects to the sound such as reverb. And although you can fade in/out sounds right now by scripting volume changes, I'd like to have automatic fade in/out.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
Avram
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Posted: 23rd Oct 2014 23:55
Khm, khm, isn't there another thread for Omega Core? We are going offtopic in this one

tomjscott
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Posted: 24th Oct 2014 00:26
Quote: "Khm, khm, isn't there another thread for Omega Core? We are going offtopic in this one "


Yep, just like there's another thread for the FPI to Lua converter. But yeah, ::cracks whip:: Get back on topic people! Seriously. Psha. lol

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
Avram
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Posted: 24th Oct 2014 09:02
Yeah but one of them (threads about fpi2lua) is automatically locked after 30 days with no reply. It's stupid to automatically lock old topics.

Old Larry
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Posted: 9th Dec 2014 23:34 Edited at: 9th Dec 2014 23:35
Well, we must write something here to not be lockt this topic.

I've used to convert one fpi "night vision scope" with fpi2lua, but I'm still in fog how to use that transformed script in my sniperM700 rifle.

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Posted: 10th Dec 2014 19:50
oldlarry wrote: "I've used to convert one fpi "night vision scope" with fpi2lua, but I'm still in fog how to use that transformed script in my sniperM700 rifle."


Avram wrote: "As i have already mentioned several times, my converter is just a proof of concept and should not be used as produced code most likely will not work."


it isn't finished yet, need to wait for a lot more love from Lee on the scripting front

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