Hi All,
I'm still learning LUA. As a basic programmer it does not look all that hard. To me more complex is the implementation with FPSR.
The following are the UpdateEntity code from the V007 global LUA script
I'm hoping that I can use the forum knowledge to create a chart defining each of the entity values, along with a brief explanation of the range of each value, plus a brief explanation of how this variable is used during game play.
With the answeres I'll put them into a table that could be used as part of the LUA FAQs and such
Here it is..
FPS Reloaded / LUA
From Globals script in beta007
Value Range What is it and how is it used
g_PlayerPosX = 0 Player/Camera “X" location
g_PlayerPosY = 0 Player/Camera “Y" Location (up/down)
g_PlayerPosZ = 0 Player/Camera “Z" Location
g_PlayerObjNo = 0
g_PlayerHealth = 0
g_Time = 0
g_KeyPressE = 0 0-1 If value is one the “E†key has been pressed
-- Common Updater Functions (called by Engine)
function UpdateEntitySMALL(e,object,x,y,z)
g_Entity[e] = {x=x; y=y; z=z; obj=object;}
end
function UpdateEntity(e,object,x,y,z,act,col,key,zon,plrvis,ani,hea,frm,tmr)
g_Entity[e] = {x=x; y=y; z=z; activated=act; animating=ani; collected=col; haskey=key; plrinzone=zon; plrvisible=plrvis; obj=object; health=hea; frame=frm; timer=tmr;}
end
function UpdateEntityRT(e,object,x,y,z,col,key,zon,plrvis,hea,frm,tmr)
g_Entity[e]['x'] = x; See Above
g_Entity[e]['y'] = y; See Above
g_Entity[e]['z'] = z; See Above
g_Entity[e]['obj'] = object; See Above
g_Entity[e]['collected'] = col;
g_Entity[e]['haskey'] = key; 0-1 Defines if “Key†has been collected ?????
g_Entity[e]['plrinzone'] = zon; Has to do with marker zones
g_Entity[e]['plrvisible'] = plrvis; Player Visible?????
g_Entity[e]['health'] = hea; See Above
g_Entity[e]['frame'] = frm;
g_Entity[e]['timer'] = tmr;
end
function UpdateEntityAnimatingFlag(e,ani)
g_Entity[e]['animating'] = ani;
end
What are “SMALL†and “RT†Entities????