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blindcoder

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  1. blindcoder's post in Context Add Option Starts Action was marked as the answer   
    AAH, I totally missed that bit. I also found the issue due to this:
     
      ISTimedActionQueue.add(self.loadAction)
     
    this is called from ORGMLoadManager:startLoading().
    startLoading is called in startReloadFromUi.
    startReloadFromUi is called here:
    local reloadOption = context:addOption(reloadtexttoadd, items, ORGMLoadManager:startReloadFromUi(testItem, testMag), playerObj);You are actually calling startReloadFromUi here and using its RETURN value as the third parameter to context:addOption. I'm not 100% sure how to pass options to the function in there, but something like this might work:
    local reloadOption = context:addOption(reloadtexttoadd, ORGMLoadManager, ORGMLoadManager.startReloadFromUi, testItem, testMag);Note the . before startReloadFromUi instead of the : that was there before.
     
    Hope that helps!
  2. blindcoder's post in How to optionally hook into another mods event? was marked as the answer   
    Okay, never mind, if isModEnabled then require works fine after all. I misremembered
  3. blindcoder's post in Understandind SuburbsDistribution was marked as the answer   
    Ah, nevermind, I just found the explanation in  ItemPicker.lua line 186ff:
                -- if the item is a container, we look to spawn item inside it            if(SuburbsDistributions[item:getType()]) then              if instanceof(item, "InventoryContainer") and doItemContainer and ZombRand(SuburbsDistributions[item:getType()].fillRand) == 0 then                ItemPicker.rollContainerItem(item, character, SuburbsDistributions[item:getType()]);              end            end
  4. blindcoder's post in Get list of contents in mod directory was marked as the answer   
    Probably not since 32.1. Any specific reason you need it?
  5. blindcoder's post in Get list of contents in mod directory was marked as the answer   
    Probably not since 32.1. Any specific reason you need it?
  6. blindcoder's post in Detecting build version was marked as the answer   
    You want getCore():getVersionNumber() which currently returns "Early Access v32.5" or something similiar. It returns exactly the string you see on the Main Menu in the bottom right.
  7. blindcoder's post in Detecting build version was marked as the answer   
    You want getCore():getVersionNumber() which currently returns "Early Access v32.5" or something similiar. It returns exactly the string you see on the Main Menu in the bottom right.
  8. blindcoder's post in Check if a tile is traversable in a certain direction (IsoFlagType.collideN not enough) was marked as the answer   
    Just figured it out with help from BryBry:
    local sq = cell:getGridSquare(x, y, 0);local nsq = cell:getGridSquare(x+1, y, 0);if sq:isBlockedTo(nsq);
  9. blindcoder's post in Check if a tile is traversable in a certain direction (IsoFlagType.collideN not enough) was marked as the answer   
    Just figured it out with help from BryBry:
    local sq = cell:getGridSquare(x, y, 0);local nsq = cell:getGridSquare(x+1, y, 0);if sq:isBlockedTo(nsq);
  10. blindcoder's post in Build32 - Changes to mod -> class "URL" was marked as the answer   
    Check this tracker entry
     
    http://theindiestone.com/forums/index.php/tracker/issue-1682-
  11. blindcoder's post in Build32 - Changes to mod -> class "URL" was marked as the answer   
    Check this tracker entry
     
    http://theindiestone.com/forums/index.php/tracker/issue-1682-
  12. blindcoder's post in All mods seem to have no effect, or cause PZ to crash on load was marked as the answer   
    There's a subtle error in your script.
    You need to use "player:Say("Hello");" instead of "player.Say("Hello");".
    The difference is a colon ( instead of a dot (.) between player and Say.
  13. blindcoder's post in All mods seem to have no effect, or cause PZ to crash on load was marked as the answer   
    There's a subtle error in your script.
    You need to use "player:Say("Hello");" instead of "player.Say("Hello");".
    The difference is a colon ( instead of a dot (.) between player and Say.
  14. blindcoder's post in How to get/set water "dirty" flag? was marked as the answer   
    Okay, I'm using a value of 30 now for every drink action, no matter how much the player drinks. Drinking twice turns this into 60, but hey, it's good enough. It'll make the player queasy if he only drinks once, and will increase sickness if he continues to drink dirty bottled water.
  15. blindcoder's post in How many squares have one cell? was marked as the answer   
    Hi.
     
    One cell contains 300x300 tiles.
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