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MicroLua
Full disclosure: I am the author of that mod.
Main advantages it has over this mod and it's replacement:
* Multiplayer works better, as it runs the script both on the server and all the clients.
This matches how all in-game logic components work, and means that there are no latency / update frequency issues or knobs to fiddle around.
* The setup is much simpler and more powerful: A single 32 input / 32 output component, and the actual property setup is much cleaner.
* No separate JSON memory thing for storing state to persist across frames, just store state as regular variables.
* There are other advantages, which the documentation will clarify.
Just a shame it comes with zero documentation (if it's identical to this mod, then state that in the description )
Does 2nd memorycomponent just take a json object to preload the mem[] in editor?
What does the whole "buttonterminal" part seen in the sub editor do, could it be useful to me?
Is there a way to have lua components work when testing out something in the sub editor, or do i have to ask the lua for barotrauma people about this?
Is the implementation of the mod optimised enough that i can just have logic always output a value to every pin, or should i use if-statements and such to only output a toggle signal to a pin when needed?
And lastly if i write a 1 to an output pin, will that pin still have a value of 1 the next time my code gets ran or will it be 0 or nil? (my current code assumes this is not the case)
I tested it with 20+ players in pvp and everything works fine.
[CL CS error] CS MODS loading | compiler error: C: / user/administrator/AppData/local / / pressure trauma/WorkshopMods Daedalic entertainment GmbH/installation / 2937571024 / / CSharp/Shared/LuaNetComponent cs (21, 20) : error CS0104: 'Closure' is an ambiguous references between System.Runtime.CompilerServices. A Closure 'and' MoonSharp. Interpreter. Closure '[CL CS error] system. Exception: Unable to create cs module assembly. B: programming\c#\ barotrauma \ barotrauma \SharedSource\LuaCs\Cs\CsScriptLoader.cs: Line 242: barotrauma Initialization (Boolean forceEnableCs)B: programming \c#\ barometric trauma \ barometric trauma \ shared source \LuaCs\LuaCsSetup.cs: Line 398
out[1] = inp[1]
so when you trigger the periscope, the gun will launches a projectile and the attacked target will hatred you.
you write: "signal_out can inherit the source (sender) of the signal_in with the same number, so as to attract targets' hatred and gain weapon skills when operating the turret to deal damage to the enemy".
are there any requirements on the scripts for this to work or is it enough that a periscope wires goes into one of the inputs and the corresponding output leads to a gun and also ends up firing?
you could try detecting infinite loops by executing lua in a different thread and measuring the time it takes to run: if it is past 100 (?) ms - discard and send a warning message.
As much as I love this idea of this mod, it's just too unreliable...
[code]
if inp[3] == 1 then
out[1] = 25
else
out[1] = 0
end
[/code]
Gives this error on compile:
https://i.imgur.com/Z41p4bj.png
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2877028714
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2877582632
I'd love to use a this so I don't need a billion circuit components but I can't translate the complex designs...
Think this could be a great addition to your mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2940534789