LED Wall Display: 0 - 99
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- Posts: 275
- Joined: Sat Jun 16, 2012 5:32 am
Re: LED Wall Display: 0 - 99
Hey this is very awesome, Gives me some idea's. But i'm still a newby when it comes to scripting although my dungeon is coming along nicely with some neat tricks.
I have just very dumb question. How to add/sub the value of the number displayed?
Do I have to modify the script manually each time or can another script change the number displayed on the wall?.
Thanks in advanced.
ps: very awesome!
I have just very dumb question. How to add/sub the value of the number displayed?
Do I have to modify the script manually each time or can another script change the number displayed on the wall?.
Thanks in advanced.
ps: very awesome!
Re: LED Wall Display: 0 - 99
Love it! I'm going to find a use for it in my newest dungeon
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- Posts: 275
- Joined: Sat Jun 16, 2012 5:32 am
Re: LED Wall Display: 0 - 99
I do not get it. In play test mode I'm having no errors. But if I export the dungeon and then try to run it it gives an error on your led lights.
IS there something I must do?
IS there something I must do?
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- Posts: 275
- Joined: Sat Jun 16, 2012 5:32 am
Re: LED Wall Display: 0 - 99
NO 1 can help me out here?:( I love to use ur script:Ptrancelistic wrote:I do not get it. In play test mode I'm having no errors. But if I export the dungeon and then try to run it it gives an error on your led lights.
IS there something I must do?
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- Posts: 275
- Joined: Sat Jun 16, 2012 5:32 am
Re: LED Wall Display: 0 - 99
Is this forum even alive?:Ptrancelistic wrote:NO 1 can help me out here?:( I love to use ur script:Ptrancelistic wrote:I do not get it. In play test mode I'm having no errors. But if I export the dungeon and then try to run it it gives an error on your led lights.
IS there something I must do?
Re: LED Wall Display: 0 - 99
There is a bit of a distraction today... LoG2 is out.trancelistic wrote:Is this forum even alive?:Ptrancelistic wrote:NO 1 can help me out here?:( I love to use ur script:Ptrancelistic wrote:I do not get it. In play test mode I'm having no errors. But if I export the dungeon and then try to run it it gives an error on your led lights.
IS there something I must do?
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- Posts: 275
- Joined: Sat Jun 16, 2012 5:32 am
Re: LED Wall Display: 0 - 99
Meh.. I still wanna know.... Log2 is kinda over. ALot of people played it already.
IN a way I like log1 a.k dm1 style beter.
IN a way I like log1 a.k dm1 style beter.
Re: LED Wall Display: 0 - 99
Have you checked the error log? (Text File in the AH documents folder.)trancelistic wrote:Meh.. I still wanna know.... Log2 is kinda over. ALot of people played it already.
IN a way I like log1 a.k dm1 style beter.
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- Posts: 275
- Joined: Sat Jun 16, 2012 5:32 am
Re: LED Wall Display: 0 - 99
ABout my error?Isaac wrote:Have you checked the error log? (Text File in the AH documents folder.)trancelistic wrote:Meh.. I still wanna know.... Log2 is kinda over. ALot of people played it already.
IN a way I like log1 a.k dm1 style beter.
Uhm how? Haha. still am a noob.
The game runs in the editor but refuse to run when in real game. ( so I though that is odd)
SpoilerShow
script_entity_44: cannot serialize table with metatable
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'saveValue'
[string "ScriptEntity.lua"]: in function 'saveValue'
[string "ScriptEntity.lua"]: in function 'saveState'
[string "GameMode.lua"]: in function 'saveGame'
[string "GameMode.lua"]: in function 'autoSave'
[string "GameMode.lua"]: in function 'newGame'
[string "GameMode.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'update'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
OS Version 6.1
OEM ID: 0
Number of processors: 6
Page size: 4096
Processor type: 586
Total memory: 8148 MB
Free memory: 4055 MB
Display device 0:
Device name: \\.\DISPLAY1
Device string: NVIDIA GeForce GTX 285
State flags: 00000005
Display device 1:
Device name: \\.\DISPLAY2
Device string: NVIDIA GeForce GTX 285
State flags: 00000000
Display device 2:
Device name: \\.\DISPLAYV1
Device string: RDPDD Chained DD
State flags: 00200008
Display device 3:
Device name: \\.\DISPLAYV2
Device string: RDP Encoder Mirror Driver
State flags: 00200008
Display device 4:
Device name: \\.\DISPLAYV3
Device string: RDP Reflector Display Driver
State flags: 00200008
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'saveValue'
[string "ScriptEntity.lua"]: in function 'saveValue'
[string "ScriptEntity.lua"]: in function 'saveState'
[string "GameMode.lua"]: in function 'saveGame'
[string "GameMode.lua"]: in function 'autoSave'
[string "GameMode.lua"]: in function 'newGame'
[string "GameMode.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'update'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
OS Version 6.1
OEM ID: 0
Number of processors: 6
Page size: 4096
Processor type: 586
Total memory: 8148 MB
Free memory: 4055 MB
Display device 0:
Device name: \\.\DISPLAY1
Device string: NVIDIA GeForce GTX 285
State flags: 00000005
Display device 1:
Device name: \\.\DISPLAY2
Device string: NVIDIA GeForce GTX 285
State flags: 00000000
Display device 2:
Device name: \\.\DISPLAYV1
Device string: RDPDD Chained DD
State flags: 00200008
Display device 3:
Device name: \\.\DISPLAYV2
Device string: RDP Encoder Mirror Driver
State flags: 00200008
Display device 4:
Device name: \\.\DISPLAYV3
Device string: RDP Reflector Display Driver
State flags: 00200008
Edit the:
SpoilerShow
SpoilerShow
script_entity_44: cannot serialize table with metatable
stack traceback:
stack traceback:
Edit 2: Could you look at this please? Its a hidden video don't worry: I hope you will see my problem now. Thanks alot.
Re: LED Wall Display: 0 - 99
Fixed.
Code: Select all
---[[
---------------------------------------------------------------------------------------
--- LED display: version 1.4.1 10-10-2012 Written by Lark ---
--- Much thanks to: Lmaoboat ---
---------------------------------------------------------------------------------------
---
--- Light Parameters
---
displayed = self.level --the initial number displayed by the script
wall = self.facing --adjust wall used for display from script's facing; i.e. opposite = (self.facing + 2) % 4
initallyOn = true --specify if the light is initially on
vertical_spacing = .17 --vertical LED spacing
horizontal_spacing = .15 --horizontal LED spacing; center, left, & right values are based on this number being .15
height = 3 --height above the floor for the top row of LEDs
center = -.3 --start of row offset for single digit displays
left = -.85 --start of row offset for left digit
right = .25 --start of row offset for right digit
--- Usage:
---
--- 1. drop this script into a square facing the wall where the display is desired (or adjust "wall" above)
--- 2. set parameters to suit: displayed, wall, and initiallyOn for basic parameters
--- 3. on() to display the initial value
--- 4. off() to turn off lights
--- 5. add() to increment by one
--- 6. sub() to decrement by one
--- 7. display(number) to set the display to a new number
--- 8. do not call digit() directly
---
--- Create a LED panel for numbers 0 - 99. LED grid is:
---
-- 00 01 02 03 04
-- 05 06 07 08 09
-- 10 11 12 13 14
-- 15 16 17 18 19
-- 20 21 22 23 24
-- 25 26 27 28 29
-- 30 31 32 33 34
digits =
{
{1,2,3,5,9,10,14,15,19,20,24,25,29,31,32,33},
{6,2,7,12,17,22,27,31,32,33},
{5,1,2,3,9,14,18,22,26,30,31,32,33,34},
{5,1,2,3,9,14,18,17,16,24,29,33,32,31,25},
{0,5,10,15,16,17,18,19,3,8,13,23,28,33},
{4,3,2,1,0,5,10,15,16,17,18,24,29,33,32,31,30},
{9,3,2,1,5,10,15,20,25,31,32,33,29,24,18,17,16},
{5,0,1,2,3,4,9,14,18,22,27,32},
{10,5,1,2,3,9,14,18,17,16,20,25,31,32,33,29,24},
{25,31,32,33,29,24,19,14,9,3,2,1,5,10,16,17,18}
}
led = {nil}
cos = math.cos(1.5707963267949 * wall)
sin = math.sin(1.5707963267949 * wall)
tz = 1.3
---
--- divide into digits and display in correct sector
---
function display(number)
if number == nil then return end
local b = number % 10
local a = (number - b) / 10
off()
if a > 0 then
digit(a, left)
digit(b, right)
else
digit(b, center)
end
displayed = number
end
---
--- display a digit of the number at the given alignment and light set
---
function digit(number, align)
local dix = number + 1
for ix = 1, 35 do
local pix = digits[dix][ix]
if pix == nil then return end
local tx = align + pix % 5 * horizontal_spacing
lix = lix + 1
-- Fixed ======[ You cannot serialize a table of objects; but you can with a table of names. ]===================================================
led[lix] = spawn("fx", self.level, self.x, self.y, 3, self.id..lix).id
findEntity(led[lix]):setLight(1, 0, 0, 1500, 0.24, 360000, false)
findEntity(led[lix]):translate(tx * cos + tz * sin, height - math.floor(pix / 5) * vertical_spacing - 1, tz * cos + tx * sin * (1 - wall%2 * 2))
--=====================================================================================================================================
end
end
---
--- add one to the current display w/ wrap
---
function add()
display((displayed + 1)%100)
end
---
--- subtract one from the current display w/ wrap
---
function sub()
display((displayed + 99)%100)
end
---
--- turn lights off
---
function off()
if lix ~= nil then
for dix = 1, lix do
led[dix]:destroy()
end
end
lix = 0
led = {nil}
end
---
--- turn lights on
---
function on()
display(displayed)
end
---
--- turn lights on if specified in parameters
---
if initallyOn then on() end
--]]