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Skyline Forums • View topic - True Global Variables
Help with your scripting

True Global Variables

True Global Variables

Postby Shando » 11 Dec 2013, 03:26

Hi Again,

One quick question.... ( I may be being dumb, but I can't seem to locate anything :oops: )

How can I implement "True" Global Vars? i.e. vars that persist across scripts?

Thanks

Shando

PS: I'm adding the script to the mesh at Runtime
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Re: True Global Variables

Postby SolarPortal » 11 Dec 2013, 13:12

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Re: True Global Variables

Postby Shando » 11 Dec 2013, 21:50

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Re: True Global Variables

Postby SolarPortal » 11 Dec 2013, 22:51

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Re: True Global Variables

Postby Shando » 12 Dec 2013, 03:30

Hi again,

One more question.

How can I make a Lua Table a global variable?

Do I have to set each entry as a separate variable, or is there some other way?

Basically, I need a table with approx. 1000 entries, containing 6 different values (x coord, z coord, "lush", "fissure", player, building) for each playing board location (192 in total).

Thanks

Shando
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Re: True Global Variables

Postby SolarPortal » 12 Dec 2013, 11:32

we don't have this feature yet, but we will have a look at this for the next release. :)
The next release could be in the next week.
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Re: True Global Variables

Postby Shando » 12 Dec 2013, 12:37

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Re: True Global Variables

Postby CreativeOcclusion » 24 Feb 2016, 19:02

Thanks, CreativeOcclusion
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Re: True Global Variables

Postby SolarPortal » 24 Feb 2016, 19:12




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Re: True Global Variables

Postby StarFire » 24 Feb 2016, 20:17

When I get a chance I will set up a quick test, I am sure its working, or should be :?
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Re: True Global Variables

Postby CreativeOcclusion » 24 Feb 2016, 21:14

Thanks, CreativeOcclusion
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Re: True Global Variables

Postby StarFire » 24 Feb 2016, 21:47

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Re: True Global Variables

Postby CreativeOcclusion » 24 Feb 2016, 22:14

Thanks, CreativeOcclusion
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Re: True Global Variables

Postby StarFire » 24 Feb 2016, 22:44

You may be facing an initialising ordering issue. Each entity gets initialised onInit() in a sequential loop. At each step the system processes that entity and all of its actions. If this entitie's script references something in a script that has not yet been initialized, due to the parent entity being further along the sequence.

To get around this condition we use the postInit() event. This is only called once all of the entities have had their onInit() called.

Give this a try as it should fix your problem.
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Re: True Global Variables

Postby StarFire » 24 Feb 2016, 22:48

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Re: True Global Variables

Postby CreativeOcclusion » 25 Feb 2016, 09:26

Thank you so much for your help...This works perfectly... :D :D :D
I have been fighting with this for four days now...So close yet so far away...Now thanks to you it works...I can do a lot more now that I can pass the variables between scripts :idea: ....Thanks
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Re: True Global Variables

Postby Ryder » 25 Feb 2016, 09:39

Last edited by Ryder on 26 Feb 2016, 05:01, edited 1 time in total.
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Re: True Global Variables

Postby CreativeOcclusion » 25 Feb 2016, 09:49

Thanks, CreativeOcclusion
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Re: True Global Variables

Postby SolarPortal » 25 Feb 2016, 12:43

:D Yes, one day skyline will return 30 answers to the problems on google rather than "does this engine even exist???" lol :P We have collected a great deal of tumbleweed :lol:

Great you got it working @creativeOcclusion :)



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Re: True Global Variables

Postby StarFire » 25 Feb 2016, 15:28

So pleased its working for you now, Phew lol :D

Ah going crazy is part of the development pipeline ;)
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