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Re: Ask a simple question, get a simple answer

Posted: Tue Dec 09, 2014 4:37 am
by GoldenShadowGS
Grimfan wrote:Not quite. Each button is on a 30 second timer. If the button isn't pressed in time it and all previously spawned buttons are destroyed.
Is this repeatable? or a one off?

Re: Ask a simple question, get a simple answer

Posted: Tue Dec 09, 2014 4:45 am
by Grimfan
Not repeatable ATM. Having it be repeatable would be great but it was a little too much for my simple lua brain. ;)

I was destroying the buttons individually with separate timers but I didn't want a lot of timers going all at once. Trouble is I'm so used to the old ways of destroying objects I'm finding the transition difficult.

Re: Ask a simple question, get a simple answer

Posted: Tue Dec 09, 2014 4:56 am
by GoldenShadowGS
Grimfan wrote:Not repeatable ATM. Having it be repeatable would be great but it was a little too much for my simple lua brain. ;)

I was destroying the buttons individually with separate timers but I didn't want a lot of timers going all at once. Trouble is I'm so used to the old ways of destroying objects I'm finding the transition difficult.
Here is something I whipped up real quick, I removed some of your lines, but you can add them back in where the comments show. I haven't tested it, so it may not work without some tweaks if I messed up a syntax.

Code: Select all

count = 0
runonce = false
stopcount = false
function pressButton(button)
	if button.go.id == "button_0" then
		--do stuff here if button 0 was pressed
		spawn("wall_button", 8, 11, 11, 2, 0, "button_1").clickable:addConnector("onClick", "self.go.id", "pressButton")
		count = 0
		if runonce == false then
			runonce = true
			counter()
		end
	elseif button.go.id == "button_1" then
		--do stuff here if button 1 was pressed
		count = 0
		spawn("wall_button", 8, 5, 17, 3, 0, "button_2").clickable:addConnector("onClick", "script_entity_25", "pressButton")
	elseif button.go.id == "button_2" then
		--do stuff here if button 2 was pressed
		count = 0
		spawn("wall_button", 8, 22, 3, 3, 0, "button_3").clickable:addConnector("onClick", "script_entity_25", "pressButton")
	elseif button.go.id == "button_3" then
		--do stuff here if button 3 was pressed
		count = 0
		spawn("wall_button", 8, 7, 5, 2, -1, "button_4").clickable:addConnector("onClick", "script_entity_25", "pressButton")
	elseif button.go.id == "button_4" then
		--do stuff here if button 4 was pressed
		count = 0
		spawn("wall_button", 8, 1, 17, 1, 0, "button_5").clickable:addConnector("onClick", "script_entity_25", "pressButton")
	elseif button.go.id == "button_5" then
		--do stuff here if button 5 was pressed
		count = 0
		stopcount = true
	end
end

function counter()
	--script timer increments once per second
	if stopcount == false then
		delayedCall(self.go.id, 1, "counter")
		counter = counter + 1
		if counter == 30 then 
			stopcount == true
			if wall_button_1 ~= nil then
				wall_button_1:destroy()
			end
			if wall_button_2 ~= nil then
				wall_button_2:destroy()
			end	
			if wall_button_3 ~= nil then
				wall_button_3:destroy()
			end
			if wall_button_4 ~= nil then
				wall_button_4:destroy()
			end
			if wall_button_4 ~= nil then
				wall_button_4:destroy()
			end
			if wall_button_5 ~= nil then
				wall_button_5:destroy()
			end
		end
	end
end

Re: Ask a simple question, get a simple answer

Posted: Tue Dec 09, 2014 5:07 am
by Grimfan
Thanks a lot GoldenShadow. I will try out your code. :)

Re: Ask a simple question, get a simple answer

Posted: Tue Dec 09, 2014 5:44 am
by Grimfan
Tried the script.

Code: Select all

function counter()
   --script timer increments once per second
   if stopcount == false then
      delayedCall(self.go.id, 1, "counter")
      counter = counter + 1
Unfortunately, it's telling me that it can't perform arithmetic on a global counter (a function value). I'm assuming that has something to do with the function name being counter?

Of course, if I change function counter to function counterButton or something else I get a different error -- attempt to call a global counter.

Code: Select all

count = 0
runonce = false
stopcount = false
function pressButton(button)
   if button.go.id == "button_0" then
      dd_1.door:open()
      spawn("wall_button", 8, 11, 11, 2, 0, "button_1").clickable:addConnector("onClick", "self.go.id", "pressButton")
      count = 0
      if runonce == false then
         runonce = true
         counter() -- this line here causes the error
      end

Re: Ask a simple question, get a simple answer

Posted: Tue Dec 09, 2014 5:54 am
by GoldenShadowGS
you're right, change all instance of "counter" to count except for the function, counter()

Code: Select all

function counter()
	--script timer increments once per second
	if stopcount == false then
		delayedCall(self.go.id, 1, "counter")
		count = count + 1
		if count == 30 then 
			stopcount == true
			if wall_button_1 ~= nil then
				wall_button_1:destroy()
			end
			if wall_button_2 ~= nil then
				wall_button_2:destroy()
			end	
			if wall_button_3 ~= nil then
				wall_button_3:destroy()
			end
			if wall_button_4 ~= nil then
				wall_button_4:destroy()
			end
			if wall_button_4 ~= nil then
				wall_button_4:destroy()
			end
			if wall_button_5 ~= nil then
				wall_button_5:destroy()
			end
		end
	end
end

Re: Ask a simple question, get a simple answer

Posted: Tue Dec 09, 2014 8:33 am
by Grimfan
Thanks a lot GoldenShadow. With a little bit of fiddling I've got it working fantastically. :)

Yet another credit on my mod list. It's growing a bit. ;)

Re: Ask a simple question, get a simple answer

Posted: Tue Dec 09, 2014 8:46 am
by TheLastOrder
GoldenShadowGS wrote:You can remove the connectors from the alcove.
Fill in the correct details and place this in the function somewhere

Code: Select all

   alcove_1.surface:removeConnector("onRemoveItem", "Script_entity_1", "function")
alcove_1 is whatever your alcove ID is named
"Script_entity_1" is what entity the connector is connected to
"function" is a script function, if targeting a script, or an action like "close" if its targeting a door. Just put here what the connector shows.
Epic solution. So it was a way to do it... another credit,as Grimfan said :mrgreen:

Re: Ask a simple question, get a simple answer

Posted: Wed Dec 10, 2014 2:51 am
by Grimfan
I thought something was a little fishy while testing this script so set the count to 5 seconds. I found that the script works, but only works once.

Can someone with better coding eyes than me tell me what's stopping it from running more than once? It's probably one line I'm overlooking because I'm a newbie scripter. :oops:

Code: Select all

count = 0
runonce = false
stopcount = false
function pressButton(button)
   if button.go.id == "button_0" then
      dd_1.door:open()
	  daemon_head_speaking_1.walltext:setWallText(" ") 
      spawn("wall_button", 8, 11, 11, 2, 0, "button_1").clickable:addConnector("onClick", "script_entity_25", "pressButton")    
		button_0.clickable:disable()
		count = 0
      if runonce == false then
         runonce = true
         counter()
      end
   elseif button.go.id == "button_1" then
      dd_2.door:open()
	  daemon_head_speaking_1.walltext:setWallText(" ") 
      count = 0
      spawn("wall_button", 8, 5, 17, 3, 0, "button_2").clickable:addConnector("onClick", "script_entity_25", "pressButton")
  	  button_1.clickable:disable()
   elseif button.go.id == "button_2" then
      dd_3.door:open()
	  daemon_head_speaking_1.walltext:setWallText(" ") 
      count = 0
      spawn("wall_button", 8, 22, 3, 3, 0, "button_3").clickable:addConnector("onClick", "script_entity_25", "pressButton")
 	  button_2.clickable:disable() 
   elseif button.go.id == "button_3" then
      dd_4.door:open()
	  daemon_head_speaking_1.walltext:setWallText(" ")
      count = 0
      spawn("wall_button", 8, 7, 5, 2, -1, "button_4").clickable:addConnector("onClick", "script_entity_25", "pressButton")
      button_3.clickable:disable()
   elseif button.go.id == "button_4" then
      dd_5.door:open()
	  daemon_head_speaking_1.walltext:setWallText(" ")
      count = 0
      spawn("wall_button", 8, 1, 17, 1, 0, "button_5").clickable:addConnector("onClick", "script_entity_25", "pressButton")
   	  button_4.clickable:disable()
   elseif button.go.id == "button_5" then
      dd_6.door:open()
	  button_5.clickable:disable()
      count = 0
      stopcount = true
   end
end

function counter()
   --script timer increments once per second
   if stopcount == false then
      delayedCall(self.go.id, 1, "counter")
      count = count + 1
      if count == 5 then 
         stopcount = true
		 if button_0.clickable ~= nil then
			button_0.clickable:enable()
		 end
         if button_1 ~= nil then
            button_1:destroy()
         end
         if button_2 ~= nil then
            button_2:destroy()
         end   
         if button_3 ~= nil then
            button_3:destroy()
         end
         if button_4 ~= nil then
            button_4:destroy()
         end
         if button_5 ~= nil then
            button_5:destroy()
         end
      end
   end
end

Thanks in advance! :D

By the way, I think this is supposed to run more than once but now I'm not so sure.

Re: Ask a simple question, get a simple answer

Posted: Wed Dec 10, 2014 8:38 am
by GoldenShadowGS
Grimfan wrote:I thought something was a little fishy while testing this script so set the count to 5 seconds. I found that the script works, but only works once.

Can someone with better coding eyes than me tell me what's stopping it from running more than once? It's probably one line I'm overlooking because I'm a newbie scripter. :oops:

Code: Select all

count = 0
runonce = false
stopcount = false
function pressButton(button)
   if button.go.id == "button_0" then
      dd_1.door:open()
	  daemon_head_speaking_1.walltext:setWallText(" ") 
      spawn("wall_button", 8, 11, 11, 2, 0, "button_1").clickable:addConnector("onClick", "script_entity_25", "pressButton")    
		button_0.clickable:disable()
		count = 0
      if runonce == false then
         runonce = true
         counter()
      end
   elseif button.go.id == "button_1" then
      dd_2.door:open()
	  daemon_head_speaking_1.walltext:setWallText(" ") 
      count = 0
      spawn("wall_button", 8, 5, 17, 3, 0, "button_2").clickable:addConnector("onClick", "script_entity_25", "pressButton")
  	  button_1.clickable:disable()
   elseif button.go.id == "button_2" then
      dd_3.door:open()
	  daemon_head_speaking_1.walltext:setWallText(" ") 
      count = 0
      spawn("wall_button", 8, 22, 3, 3, 0, "button_3").clickable:addConnector("onClick", "script_entity_25", "pressButton")
 	  button_2.clickable:disable() 
   elseif button.go.id == "button_3" then
      dd_4.door:open()
	  daemon_head_speaking_1.walltext:setWallText(" ")
      count = 0
      spawn("wall_button", 8, 7, 5, 2, -1, "button_4").clickable:addConnector("onClick", "script_entity_25", "pressButton")
      button_3.clickable:disable()
   elseif button.go.id == "button_4" then
      dd_5.door:open()
	  daemon_head_speaking_1.walltext:setWallText(" ")
      count = 0
      spawn("wall_button", 8, 1, 17, 1, 0, "button_5").clickable:addConnector("onClick", "script_entity_25", "pressButton")
   	  button_4.clickable:disable()
   elseif button.go.id == "button_5" then
      dd_6.door:open()
	  button_5.clickable:disable()
      count = 0
      stopcount = true
   end
end

function counter()
   --script timer increments once per second
   if stopcount == false then
      delayedCall(self.go.id, 1, "counter")
      count = count + 1
      if count == 5 then 
         stopcount = true
		 if button_0.clickable ~= nil then
			button_0.clickable:enable()
		 end
         if button_1 ~= nil then
            button_1:destroy()
         end
         if button_2 ~= nil then
            button_2:destroy()
         end   
         if button_3 ~= nil then
            button_3:destroy()
         end
         if button_4 ~= nil then
            button_4:destroy()
         end
         if button_5 ~= nil then
            button_5:destroy()
         end
      end
   end
end

Thanks in advance! :D

By the way, I think this is supposed to run more than once but now I'm not so sure.
What are the reset conditions? when the timer elaspes or when the last button is pressed?