Discussion in 'Lua Discussions' started by Chris, Nov 11, 2019.
Works now. Thanks
Awesome. Thanks Chris!
Is ShroudOnConsoleInput the new HandleConsole?
The google doc currently says:
But aren't some of those values floating point? Seems like several of them are. In my first script I had string.format using %d for the values and it was always showing "0", until I switched to "%f".
BTW, I'm apparently down with the sickness. Stayed away from the computer most the day. I'll get some more work done for a Thursday build but at the moment... blarg.
Try to get unsick. Our impudent demands will still be there when you feel better.
The community does not approve!
take your time and get better. no point burning the candle at 9 ends.
Hope you feel better soon.
I guess we'll have to hold off on our unreasonable demands for a while. I'm making a list, though.
Feel better soon
Sorry You are sick again Chris. I know you've been watching your diet but some interesting stuff around sugar and the immune system.
Eating or drinking too much sugar curbs immune system cells that attack bacteria. This effect lasts for at least a few hours after downing a couple of sugary drinks. Eat more fruits and vegetables, which are rich in nutrients like vitamins C and E, plus beta-carotene and zinc.Jul 7, 2019
Are ShroudGetScreenX and ShroudGetScreenY the width and height of the screen? If so then shouldn't they be called ShroudGetScreenWidth and ShroudGetScreenHeight?
 Also, shouldn't ShroudGetFullScreen return a bool instead of an int?
We already have "Shroud" before all the functions and variables... I think we'll be safe with the internal access functions being X and Y before we populate our local script variables.
There is no concept of namespaces in LUA and modules were removed, however the same functionality can be achieved using a table. The require statement in LUA (available in MoonScript, but not sure about restrictions) supports this usage. Any module loaded with require is bound to a table of the same name as the module. If there was a library "Shroud", we could call the functions with Shroud.GetScreenX.
On that note, library projects for WoW and ESO became incredibly useful and they certainly prompted more mods to be written. The downside was issues related to compatibility as libs were updated. So we learn to deal with that. We all end up depending on someone else's code at some point to do anything sufficiently interesting without recreating the wheel each time.
I suspect the bootstrap file (or equivalent since any given mod will need a starting point) may be locked down at some point and used only to load scripts that the user has flagged to enable. This will allow multiple "mods" and "libs" (if we are going to call them that) to be installed, but then selectively loaded without having to further muck with (and possible break) the file system. Guessing @Chris is already thinking about how this will work.
What does that have to do with the question I asked?
I think so, but it's not on QA yet. Hopefully it will be tonight!
How up to date is this document?
It has references in there to LUA, so I'd say it's probably at least been updated in December, 2019.
this is cool, want to start using addons. I typed lua folder location in the searchbox and got nothing. I believe I have to create the folder, but where? Just a regular non programmer sota player that wants to use lua addons, but cant even figure out where the lua folder goes and can't find the information myself. Sorry if this is annoying and I am bother everyone.
Separate names with a comma.