Lua chatbox

The Lua scripting language allows you to give your plugin more advanced features.

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CERRERA
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Re: Lua chatbox

#181

Post by CERRERA »

20211206_232418.jpg
20211206_232418.jpg (62.41 KiB) Viewed 5182 times
Anyone can help me?

If u press building or category you will go into link

Example I press the help category you will go to yt

Sorry Idk how lua works

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kyoshimine1
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Re: Lua chatbox

#182

Post by kyoshimine1 »

I have a question. I was creating a new plugin and it occurred to me that I could use Lua to do something....

Let's say, if I wanted the property
"conductive":true
Turn false, but only after a certain time since I entered the city, for example 5 minutes.
Would it be possible to do something like that using Lua?

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Hadestia
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Re: Lua chatbox

#183

Post by Hadestia »

kyoshimine1 wrote:
22 Mar 2022, 17:51
I have a question. I was creating a new plugin and it occurred to me that I could use Lua to do something....

Let's say, if I wanted the property
"conductive":true
Turn false, but only after a certain time since I entered the city, for example 5 minutes.
Would it be possible to do something like that using Lua?
Do this method

Code: Select all    Reset

Debug.toast(Draft.orig.conductive)
Interactive Lua editor
Run
If it toast the value you put from its json probably you can change it dynamically

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erksmit
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Re: Lua chatbox

#184

Post by erksmit »

What happens with a lua script when i enter online mode? Im trying to make a script compatible with it, its got multiplayer: false in its manifest.

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Hadestia
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Re: Lua chatbox

#185

Post by Hadestia »

erksmit wrote:
16 Aug 2022, 12:07
What happens with a lua script when i enter online mode? Im trying to make a script compatible with it, its got multiplayer: false in its manifest.
It will still work but locally

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ian`
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Re: Lua chatbox

#186

Post by ian` »

i realized the onDraw argument now ignores parent padding. is it a bug or a fix? :bt

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JustAnyone
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Re: Lua chatbox

#187

Post by JustAnyone »

That is the intended change as of 1.10.73

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erksmit
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Re: Lua chatbox

#188

Post by erksmit »

With the addition of the Car module i had the idea of dynamically spawning cars with diffrent tails depending on what they carry (what they carry is decided within). Now i wanted to also dynamically set the animation of the car to show a certain resource on its cargo bed, but i noticed there are no functions to set a car's animation. Would it still be possible to do this?

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ian`
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Re: Lua chatbox

#189

Post by ian` »

also the method to change the car despawn time when the car speed is zero. AFAIK, the default car despawn time is 10 days in normal speed.

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Frodo01
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Re: Lua chatbox

#190

Post by Frodo01 »

I don't understand what is wrong with this script. Nothing happens when the police car is at the coordinates of the road decoration.

function script.update()
-- Debug.toast("starting code!")
local car = Draft.getDraft('$carpolice00')
local carX = car.getX()
local carY = car.getY()
if Builder.isRoadDecoBuildable('$undead_horde_plugin_00', carX, carY) then
Builder.removeRoadDeco(carX, carY)
Debug.toast("destroy undead!")
end
end

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