11:35:31 PM] <[Evo]Forboding_Angel> http://pastebin.com/LfNGWtgy
[11:35:56 PM] Can someone please tell me what I'm doing wrong with the weapons?
[11:36:16 PM] I got this: [f=0010830] [unit_script.lua] Error: [string "scripts/eheavytank_t3_lus.lua"]:52: attempt to perform arithmetic on local 'pitch' (a nil value)
[11:37:25 PM] [f=0010830] Error: LuaRules::RunCallIn: error = 1, CLuaUnitScript::AimWeapon, [Internal Lua error: Call failure] [string "LuaGadgets/Gadgets/unit_script.lua"]:259: attempt to index global 'debug' (a nil value)
[11:39:14 PM] I don't understand why pitch would be nil
Asked in moddev, but figured might actually get a faster answer here. For reference, I'm using this: https://springrts.com/wiki/Animation-LuaCallins
It looks to me like i am doing it correctly, but apparently not (also, why is pitch inverted in LUS?).
[LUS] Multi-weapon unit script erroring out
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- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: [LUS] Multi-weapon unit script erroring out
Figured it out. I was sending too many params to aimweapon, cause weaponID is superflous there.
The reason that only one weapon would fire at a time, is that in LUS unlike cob, each weapon needs a different signal.
The reason that only one weapon would fire at a time, is that in LUS unlike cob, each weapon needs a different signal.
Re: [LUS] Multi-weapon unit script erroring out
As far as I know that's also the case in COB.in LUS unlike cob, each weapon needs a different signal
Re: [LUS] Multi-weapon unit script erroring out
Yes, there shouldn't be any difference in signal behaviour between lua and cob, beyond the fact that lua can use any object and cob is limited only to integers.