I made a full "native table" json parser, with 0 addaptations
LuaFluid json its a json parser that doesnt require any type of adaptions, just dump and parser as a normal table.
https://github.com/OUIsolutions/LuaFluidJson?tab=readme-ov-file
https://redd.it/1cw36zn
@r_lua
LuaFluid json its a json parser that doesnt require any type of adaptions, just dump and parser as a normal table.
https://github.com/OUIsolutions/LuaFluidJson?tab=readme-ov-file
https://redd.it/1cw36zn
@r_lua
GitHub
GitHub - OUIsolutions/LuaFluidJson: An json Parser for lua that doesnt require any adaptation
An json Parser for lua that doesnt require any adaptation - OUIsolutions/LuaFluidJson
Debugging openresty
Anyone have any experience in this? I've tried setting up 3-4 dofferent remote debugging solutions out there
Zerobrane had issues with luasoclet core.dll I couldn't get around (complains about invalid win32 executable)
The other solutions use mobdebug usually, but are missing documentation. Or the documentations just in chinese/korean.
https://redd.it/1cw7j5x
@r_lua
Anyone have any experience in this? I've tried setting up 3-4 dofferent remote debugging solutions out there
Zerobrane had issues with luasoclet core.dll I couldn't get around (complains about invalid win32 executable)
The other solutions use mobdebug usually, but are missing documentation. Or the documentations just in chinese/korean.
https://redd.it/1cw7j5x
@r_lua
Reddit
From the lua community on Reddit
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Lua pattern guide?
I am trying to get the number values from color strings(e.g "rgb(0, 0, 0)"). However, after looking around
Anyone have a good lua
https://redd.it/1cwfnpl
@r_lua
I am trying to get the number values from color strings(e.g "rgb(0, 0, 0)"). However, after looking around
lua patterns and checking the docs, I can say that I have no idea how to do that.Anyone have a good lua
pattern guide that I can look at?https://redd.it/1cwfnpl
@r_lua
Reddit
From the lua community on Reddit
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Question/Help - Should io.read() include "eval " before a string?
I'm using Visual Studio Code on Windows 10, with the Lua extension by sumneko and the debugger extension by Tom Blind.
I was trying to implement user inputs into a code of mine, but I realized that the output varies based on whether I run it in the visual studio debug console (Ctrl+F5), or the terminal.
Take for instance this code: dpaste/Upyxi (Lua). The code is very simple and simply prints a sentence containing the user's name after storing it the local variable "name". The issue is that if I were to run it in Visual Studio Code and input "Robert" as a name, rather than outputting "Nice to meet you, Robert!", the output is "Nice to meet you,eval Robert!". On top of that, it also writes "CanceLed" at the end of the code as many times as I used io.read() (in this case, only once). See the picture below.
Debug console outputs \\"Nice to meet you, eval Robert!\\" instead of \\"Nice to meet you, Robert!\\"
On the other hand, if I run it through the terminal, it prints "Nice to meet you, Robert!" without the addition of "eval " before the name. Why the difference?
Terminal outputs \\"Nice to meet you, Robert!\\"
This can be very problematic if, for example, I were to try and debug a code meant to check the first word of an inputted string, since it would check for "eval " rather than the actual first word! And so, the code wouldn't run well while debugging but might run properly in the terminal or viceversa.
From here, I have several questions: Is this normal? If so, how am I supposed to debug any code using io.read() if it outputs something different when using the terminal? If not, has anyone encountered this and does anyone have a fix?
This is still one of my first times programming in Lua, and I couldn't find anything in the documentation regarding this, so please excuse my ignorance regarding this. Any help or direction is greatly appreciated.
https://redd.it/1cwo67x
@r_lua
I'm using Visual Studio Code on Windows 10, with the Lua extension by sumneko and the debugger extension by Tom Blind.
I was trying to implement user inputs into a code of mine, but I realized that the output varies based on whether I run it in the visual studio debug console (Ctrl+F5), or the terminal.
Take for instance this code: dpaste/Upyxi (Lua). The code is very simple and simply prints a sentence containing the user's name after storing it the local variable "name". The issue is that if I were to run it in Visual Studio Code and input "Robert" as a name, rather than outputting "Nice to meet you, Robert!", the output is "Nice to meet you,eval Robert!". On top of that, it also writes "CanceLed" at the end of the code as many times as I used io.read() (in this case, only once). See the picture below.
Debug console outputs \\"Nice to meet you, eval Robert!\\" instead of \\"Nice to meet you, Robert!\\"
On the other hand, if I run it through the terminal, it prints "Nice to meet you, Robert!" without the addition of "eval " before the name. Why the difference?
Terminal outputs \\"Nice to meet you, Robert!\\"
This can be very problematic if, for example, I were to try and debug a code meant to check the first word of an inputted string, since it would check for "eval " rather than the actual first word! And so, the code wouldn't run well while debugging but might run properly in the terminal or viceversa.
From here, I have several questions: Is this normal? If so, how am I supposed to debug any code using io.read() if it outputs something different when using the terminal? If not, has anyone encountered this and does anyone have a fix?
This is still one of my first times programming in Lua, and I couldn't find anything in the documentation regarding this, so please excuse my ignorance regarding this. Any help or direction is greatly appreciated.
https://redd.it/1cwo67x
@r_lua
Problems with floating point based API calls in the C API
I'm currently working on a application running on a RP2040 based system that lets the user write LUA-code but at irregular moments if i try to print out a floating point my program will cease to opperate.
This also culminates in the math library not working where every floating point opperation causes the program to cease operation.
I anyone could point out possible causes I would like to hear them
https://redd.it/1cwoip9
@r_lua
I'm currently working on a application running on a RP2040 based system that lets the user write LUA-code but at irregular moments if i try to print out a floating point my program will cease to opperate.
This also culminates in the math library not working where every floating point opperation causes the program to cease operation.
I anyone could point out possible causes I would like to hear them
https://redd.it/1cwoip9
@r_lua
Reddit
From the lua community on Reddit
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How to do both at the same time?
Hi, I'm new to Lua so this might be a very simple question.
I have two different tasks I want to be able to do at the same time. One of them allows one of my macros to start and end by pressing the g5 button, the other moves my mouse left and right repeatedly.
Both of these work individually, but when I put them in the same noscript, only the one I put at the bottom will work. How can I change my code so that both of these can work? Thanks
My code:
EnablePrimaryMouseButtonEvents(true)
function OnEvent(event, arg)
if IsKeyLockOn("capslock") then
repeat
MoveMouseRelative(-400,0)
Sleep(70)
MoveMouseRelative(400,0)
Sleep(70)
until not IsKeyLockOn("capslock")
end
end
function OnEvent(event, arg)
if event == "MOUSE_BUTTON_PRESSED" and arg == 5 then
AutoToggle = not AutoToggle
if AutoToggle then
PlayMacro("Candy")
else
AbortMacro()
end
end
end
https://preview.redd.it/audjjcehfn1d1.png?width=682&format=png&auto=webp&s=e260a071ead374bd282f0bbab70791ddebdfe274
https://redd.it/1cwqw0j
@r_lua
Hi, I'm new to Lua so this might be a very simple question.
I have two different tasks I want to be able to do at the same time. One of them allows one of my macros to start and end by pressing the g5 button, the other moves my mouse left and right repeatedly.
Both of these work individually, but when I put them in the same noscript, only the one I put at the bottom will work. How can I change my code so that both of these can work? Thanks
My code:
EnablePrimaryMouseButtonEvents(true)
function OnEvent(event, arg)
if IsKeyLockOn("capslock") then
repeat
MoveMouseRelative(-400,0)
Sleep(70)
MoveMouseRelative(400,0)
Sleep(70)
until not IsKeyLockOn("capslock")
end
end
function OnEvent(event, arg)
if event == "MOUSE_BUTTON_PRESSED" and arg == 5 then
AutoToggle = not AutoToggle
if AutoToggle then
PlayMacro("Candy")
else
AbortMacro()
end
end
end
https://preview.redd.it/audjjcehfn1d1.png?width=682&format=png&auto=webp&s=e260a071ead374bd282f0bbab70791ddebdfe274
https://redd.it/1cwqw0j
@r_lua
Developer Needed
I'm not sure if this is the correct place to put this but I didn't see anything for Lua Jobs anywhere.
I'm looking for a Lua developer for a couple of relatively straight forward projects. Please contact me if interested or let me know if I should post this somewhere else
https://redd.it/1cxku2m
@r_lua
I'm not sure if this is the correct place to put this but I didn't see anything for Lua Jobs anywhere.
I'm looking for a Lua developer for a couple of relatively straight forward projects. Please contact me if interested or let me know if I should post this somewhere else
https://redd.it/1cxku2m
@r_lua
Reddit
From the lua community on Reddit
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Is roblox actually the best lua game engine/platform?
Ive heard the roblox is the biggest choice when it comes to lua but is that true and if it is, why?
are there any other game engines that use lua and have a interface to work with but are also free to use? If you suggest a engine, have you used it before? Or is roblox the best choice?
https://redd.it/1cxmdea
@r_lua
Ive heard the roblox is the biggest choice when it comes to lua but is that true and if it is, why?
are there any other game engines that use lua and have a interface to work with but are also free to use? If you suggest a engine, have you used it before? Or is roblox the best choice?
https://redd.it/1cxmdea
@r_lua
Reddit
From the lua community on Reddit
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LuaRT 1.8.0 released
https://preview.redd.it/9e1upzpdg8pb1.png?width=494&format=png&auto=webp&s=49c295d5e8d9dcd3bf974b9afafc14d3fc6d21da
LuaRT is a free and open source Windows programming framework for Lua, with a Windows-optimized runtime library and integrated development tools.
GitHub Repository : [https://github.com/samyeyo/LuaRT](https://github.com/samyeyo/LuaRT)
Homepage : [https://www.luart.org](https://www.luart.org)
*Main features:*
* Desktop/console applications and x86/x64 binaries supported
* The runtime is lightweight and does not rely on any other libraries
* A number of built-in modules are available, including GUI, networking, compression, encryption, etc.
* Object-oriented programming with multilevel inheritance, mixins, constructors, destructors, properties...
* Asynchronous programming with async/await/after paradigm
* Development tools included with rtc, the Lua noscript to executable compiler, LuaRT Studio IDE, the QuickRT REPL, and RTBuilder, a RAD GUI designer
*Since my last post on Reddit, here are the main changes in LuaRT 1.8.0 :*
* Windows dark/light themes support
* Seamless HighDPI and right to left support
* New SQLite, json, and ini modules
* New RAD GUI designer RTBuilder
* And a lot of bugfixes
https://redd.it/1cxvlfd
@r_lua
https://preview.redd.it/9e1upzpdg8pb1.png?width=494&format=png&auto=webp&s=49c295d5e8d9dcd3bf974b9afafc14d3fc6d21da
LuaRT is a free and open source Windows programming framework for Lua, with a Windows-optimized runtime library and integrated development tools.
GitHub Repository : [https://github.com/samyeyo/LuaRT](https://github.com/samyeyo/LuaRT)
Homepage : [https://www.luart.org](https://www.luart.org)
*Main features:*
* Desktop/console applications and x86/x64 binaries supported
* The runtime is lightweight and does not rely on any other libraries
* A number of built-in modules are available, including GUI, networking, compression, encryption, etc.
* Object-oriented programming with multilevel inheritance, mixins, constructors, destructors, properties...
* Asynchronous programming with async/await/after paradigm
* Development tools included with rtc, the Lua noscript to executable compiler, LuaRT Studio IDE, the QuickRT REPL, and RTBuilder, a RAD GUI designer
*Since my last post on Reddit, here are the main changes in LuaRT 1.8.0 :*
* Windows dark/light themes support
* Seamless HighDPI and right to left support
* New SQLite, json, and ini modules
* New RAD GUI designer RTBuilder
* And a lot of bugfixes
https://redd.it/1cxvlfd
@r_lua
Ai generated code...
Does this make any sense...
https://redd.it/1cyi9nu
@r_lua
Does this make any sense...
-- A.I.R. Game Engine
local AIR = {}
-- Game Initialization
function AIR:initialize()
self.player = Player:new()
self.level = Level:new()
self.enemies = Enemies:new()
self.ui = UI:new()
end
-- Player Class
Player = {}
function Player:new()
self.class = nil
self.stats = {
health = 100,
strength = 10,
dexterity = 10,
intelligence = 10
}
self.position = {x = 0, y = 0}
self.inventory = {}
end
function Player:levelUp()
self.stats.health = self.stats.health + 10
self.stats.strength = self.stats.strength + 2
self.stats.dexterity = self.stats.dexterity + 2
self.stats.intelligence = self.stats.intelligence + 2
end
function Player:equip(item)
table.insert(self.inventory, item)
end
-- Level Generation
Level = {}
function Level:new()
self.terrain = {}
self.loot = {}
self.enemies = {}
end
function Level:generate()
-- Procedurally generate the level based on biome, difficulty, etc.
for i = 1, 10 do
table.insert(self.terrain, Tile:new())
end
for i = 1, 5 do
table.insert(self.loot, Loot:new())
end
for i = 1, 3 do
table.insert(self.enemies, Enemy:new())
end
end
-- Tile Class
Tile = {}
function Tile:new()
self.type =
grass
self.x = math.random(1, 100)
self.y = math.random(1, 100)
end
-- Loot Class
Loot = {}
function Loot:new()
self.type =
health_potion
self.x = math.random(1, 100)
self.y = math.random(1, 100)
end
-- Enemy Class
Enemy = {}
function Enemy:new()
self.type =
goblin
self.health = 50
self.attack = 10
self.x = math.random(1, 100)
self.y = math.random(1, 100)
end
function Enemy:move(player_position)
-- Move towards the player's position
if self.x < player_position.x then
self.x = self.x + 1
elseif self.x > player_position.x then
self.x = self.x - 1
end
if self.y < player_position.y then
self.y = self.y + 1
elseif self.y > player_position.y then
self.y = self.y - 1
end
end
function Enemy:attack(player)
-- Attack the player
player.health = player.health - self.attack
end
-- UI Class
UI = {}
function UI:new()
self.elements = {}
end
function UI:addElement(element)
table.insert(self.elements, element)
end
function UI:draw()
for _, element in ipairs(self.elements) do
element:draw()
end
end
https://redd.it/1cyi9nu
@r_lua
Reddit
From the lua community on Reddit
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Luarocks problem.
Hello !
I am trying to install an SQLite wrapper for Lua. I need this functionality for a game made in Love2D.
But I get hit by this error :
"Error: Failed unpacking rock file:..."
I read somewhere that this might be for the reason that Lua libraries are made with Linux in mind and many of those skip the part of providing cross-platform support.
I am tempted to try and use LuaRT, I saw it integrates SQLite functionality, but I am not sure if I can make it work with Love2D (as Love2D uses it's own JIT compiler while LuaRT stands on the 5.4 interpreter).
https://redd.it/1cz2vs3
@r_lua
Hello !
I am trying to install an SQLite wrapper for Lua. I need this functionality for a game made in Love2D.
But I get hit by this error :
"Error: Failed unpacking rock file:..."
I read somewhere that this might be for the reason that Lua libraries are made with Linux in mind and many of those skip the part of providing cross-platform support.
I am tempted to try and use LuaRT, I saw it integrates SQLite functionality, but I am not sure if I can make it work with Love2D (as Love2D uses it's own JIT compiler while LuaRT stands on the 5.4 interpreter).
https://redd.it/1cz2vs3
@r_lua
Reddit
From the lua community on Reddit
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How to generate definition files automatically using sol2 and LuaLS
I am using sol2 and LuaLS. I want to create LuaLS definition files automatically from all the functions and user types registered through sol2.
Ultimately I want an easier development experience with lua, I do not want to have to constantly look at my c++ function signatures while writing lua noscripts. There are quite a lot of functions so I want to avoid writing the definition files manually.
If it matters, I am using LuaJIT.
If there as a solution that is not specific to sol2 or even LuaLS, I am still interested.
https://redd.it/1czexqu
@r_lua
I am using sol2 and LuaLS. I want to create LuaLS definition files automatically from all the functions and user types registered through sol2.
Ultimately I want an easier development experience with lua, I do not want to have to constantly look at my c++ function signatures while writing lua noscripts. There are quite a lot of functions so I want to avoid writing the definition files manually.
If it matters, I am using LuaJIT.
If there as a solution that is not specific to sol2 or even LuaLS, I am still interested.
https://redd.it/1czexqu
@r_lua
GitHub
GitHub - ThePhD/sol2: Sol3 (sol2 v3.0) - a C++ <-> Lua API wrapper with advanced features and top notch performance - is here,…
Sol3 (sol2 v3.0) - a C++ <-> Lua API wrapper with advanced features and top notch performance - is here, and it's great! Documentation: - ThePhD/sol2
Help me identify a book
For some reason on mobile I cannot upload a picture but it's a book that says (I will read from top of the cover to bottom) " Lua. Lua programming a beginner's guide 2019 edition. The definitive Lua programming guide" please help me find where I can purchase this book I can find near to none evidence on it online if I use Google lens or something. It knows what book I'm talking about but it just takes me to the Lua Manuel online
https://redd.it/1d01xyx
@r_lua
For some reason on mobile I cannot upload a picture but it's a book that says (I will read from top of the cover to bottom) " Lua. Lua programming a beginner's guide 2019 edition. The definitive Lua programming guide" please help me find where I can purchase this book I can find near to none evidence on it online if I use Google lens or something. It knows what book I'm talking about but it just takes me to the Lua Manuel online
https://redd.it/1d01xyx
@r_lua
Reddit
From the lua community on Reddit
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Love2d: Memory Accumulation with Cyclic State Switching in HUMP?
Hi everyone,I'm working on a project in LÖVE2D using the HUMP library for state management. I have a question about memory management when switching between states that mutually require each other. Suppose I have two state files, state1.lua and state2.lua, and each one requires the other as follows:
My question is: Will the memory of previous state tables accumulate infinitely when switching states using Gamestate.switch? In other words, should I be concerned about potential memory leaks when switching states cyclically in this manner? Thanks in advance.
Edit: Instead of using global variables, I've been encapsulating all necessary values for the current state within the state table itself. I'm not sure if this helps with memory management.
https://redd.it/1d04g04
@r_lua
Hi everyone,I'm working on a project in LÖVE2D using the HUMP library for state management. I have a question about memory management when switching between states that mutually require each other. Suppose I have two state files, state1.lua and state2.lua, and each one requires the other as follows:
-- state1.lua
local state2 = require 'state2'
function state1:enter()
-- Initialization code
end
function state1:update(dt)
-- State switch
Gamestate.switch(require("state2.lua"))
end
-- state2.lua
local state1 = require 'state1'
function state2:enter()
-- Initialization code
end
function state2:update(dt)
-- State switch
Gamestate.switch(require("state1.lua"))
end
My question is: Will the memory of previous state tables accumulate infinitely when switching states using Gamestate.switch? In other words, should I be concerned about potential memory leaks when switching states cyclically in this manner? Thanks in advance.
Edit: Instead of using global variables, I've been encapsulating all necessary values for the current state within the state table itself. I'm not sure if this helps with memory management.
https://redd.it/1d04g04
@r_lua
Reddit
From the lua community on Reddit
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Goto statement using variables ?, is it possible ?
For a project i am going to use tons of goto statement, however...
returning to the next statement seems impossible.
Is it even possible ???
theoretical example.
print ("begin goto horror")
s_return = "statement1"
goto loop
::statement1::
print ("begin goto horror 1")
s_return = "statement2"
goto loop
::statement2::
print ("begin goto horror 2")
s_return = "statement3
goto loop
::statement3::
print ("begin goto horror 3")
s_return = "statement4"
goto loop
::statement4::
print ("exit goto horror")
goto exit
::loop::
print ("loop line,now we go back")
goto s_return
::exit::
print ("here we the goto mayhem")
in basic language.
when the first statement is called s_return is statement1
so when it jumps to the ::loop:: s_return is statement1
and should jump to "statement1::
and so on,till statement4 what calles the exit and end it.
not the real pro here, but is it even possible ?
https://redd.it/1d08tfr
@r_lua
For a project i am going to use tons of goto statement, however...
returning to the next statement seems impossible.
Is it even possible ???
theoretical example.
print ("begin goto horror")
s_return = "statement1"
goto loop
::statement1::
print ("begin goto horror 1")
s_return = "statement2"
goto loop
::statement2::
print ("begin goto horror 2")
s_return = "statement3
goto loop
::statement3::
print ("begin goto horror 3")
s_return = "statement4"
goto loop
::statement4::
print ("exit goto horror")
goto exit
::loop::
print ("loop line,now we go back")
goto s_return
::exit::
print ("here we the goto mayhem")
in basic language.
when the first statement is called s_return is statement1
so when it jumps to the ::loop:: s_return is statement1
and should jump to "statement1::
and so on,till statement4 what calles the exit and end it.
not the real pro here, but is it even possible ?
https://redd.it/1d08tfr
@r_lua
Reddit
From the lua community on Reddit
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World of Warcraft Addon/Script question.
https://preview.redd.it/6ao89k5k7o2d1.png?width=355&format=png&auto=webp&s=3af05531d828bc922da97fa0e5812b4ea41314e3
Hello, ever since the new Cataclysm expansion launched my noscript for abbreviating the Player Frame/Target Frame/Focus Frame broke. It still works on the Player Frame only (the left 53k) but as you can see, the Target Frame is not abbreviated (53437) I also get about 30 lua errors.
The noscript I use to abbreviate that used to work is here:
hooksecurefunc("TextStatusBar_UpdateTextStringWithValues", function()
PlayerFrameHealthBar.RightText:SetText(AbbreviateNumbers(UnitHealth("player")))
PetFrameHealthBar.RightText:SetText(AbbreviateNumbers(UnitHealth("pet")))
PetFrameManaBar.RightText:SetText(AbbreviateNumbers(UnitPower("pet")))
PlayerFrameManaBar.RightText:SetText(AbbreviateNumbers(UnitPower("player")))
TargetFrameHealthBar.RightText:SetText(AbbreviateNumbers(UnitHealth("target")))
TargetFrameManaBar.RightText:SetText(AbbreviateNumbers(UnitPower("target")))
FocusFrameHealthBar.RightText:SetText(AbbreviateNumbers(UnitHealth("focus")))
FocusFrameManaBar.RightText:SetText(AbbreviateNumbers(UnitPower("focus")))
end)
https://redd.it/1d0q7sz
@r_lua
https://preview.redd.it/6ao89k5k7o2d1.png?width=355&format=png&auto=webp&s=3af05531d828bc922da97fa0e5812b4ea41314e3
Hello, ever since the new Cataclysm expansion launched my noscript for abbreviating the Player Frame/Target Frame/Focus Frame broke. It still works on the Player Frame only (the left 53k) but as you can see, the Target Frame is not abbreviated (53437) I also get about 30 lua errors.
The noscript I use to abbreviate that used to work is here:
hooksecurefunc("TextStatusBar_UpdateTextStringWithValues", function()
PlayerFrameHealthBar.RightText:SetText(AbbreviateNumbers(UnitHealth("player")))
PetFrameHealthBar.RightText:SetText(AbbreviateNumbers(UnitHealth("pet")))
PetFrameManaBar.RightText:SetText(AbbreviateNumbers(UnitPower("pet")))
PlayerFrameManaBar.RightText:SetText(AbbreviateNumbers(UnitPower("player")))
TargetFrameHealthBar.RightText:SetText(AbbreviateNumbers(UnitHealth("target")))
TargetFrameManaBar.RightText:SetText(AbbreviateNumbers(UnitPower("target")))
FocusFrameHealthBar.RightText:SetText(AbbreviateNumbers(UnitHealth("focus")))
FocusFrameManaBar.RightText:SetText(AbbreviateNumbers(UnitPower("focus")))
end)
https://redd.it/1d0q7sz
@r_lua
NEED HELP TRIGGERING ANIMATION
Hello, I am new to noscripting and I am trying to make a humanoid play an animation when walking through a part.
The trigger part.
When walking through this part, the part is supposed to bed destroyed then the Humanoid spawns in playing and triggers another noscript to play the animation and sound. The sound plays and the Humanoid does spawn in for 3 seconds as intended but the animation does not play.
The Trigger noscript that destroys itself when touched and spawns the humanoid in for 3 seconds.
The noscript that is supposed to play the animation once it picks up that the Trigger Part has been destroyed.
Full explorer
So everything works as intended but the Animation does not play (I did insert an AnimationId). Please help with getting the animation to play
https://redd.it/1d0zuw9
@r_lua
Hello, I am new to noscripting and I am trying to make a humanoid play an animation when walking through a part.
The trigger part.
When walking through this part, the part is supposed to bed destroyed then the Humanoid spawns in playing and triggers another noscript to play the animation and sound. The sound plays and the Humanoid does spawn in for 3 seconds as intended but the animation does not play.
The Trigger noscript that destroys itself when touched and spawns the humanoid in for 3 seconds.
The noscript that is supposed to play the animation once it picks up that the Trigger Part has been destroyed.
Full explorer
So everything works as intended but the Animation does not play (I did insert an AnimationId). Please help with getting the animation to play
https://redd.it/1d0zuw9
@r_lua
lson: JSON+ de/serializer in pure lua
https://github.com/civboot/civlua/tree/main/lib/lson
Hey y'all, I just wrote a JSON+LSON de/serializer in pure Lua. It's public domain and clocks in at only 260 lines of code.
LSON is a new spec I created with slightly cleaner syntax than JSON as well as support for binary data, which I plan to use for the civboot project's "database" etc. It's main advantage is it supports binary data and is slightly cleaner (no commas)
https://redd.it/1d1asy4
@r_lua
https://github.com/civboot/civlua/tree/main/lib/lson
Hey y'all, I just wrote a JSON+LSON de/serializer in pure Lua. It's public domain and clocks in at only 260 lines of code.
LSON is a new spec I created with slightly cleaner syntax than JSON as well as support for binary data, which I plan to use for the civboot project's "database" etc. It's main advantage is it supports binary data and is slightly cleaner (no commas)
https://redd.it/1d1asy4
@r_lua
GitHub
civlua/lib/lson at main · civboot/civlua
self contained software to build a minimalist dev environment. - civboot/civlua