and hey if you hit any problems or need it to do other things, let me know! (: im heading into work in a few and probly workin a lil tomorow too. omg! :P next week should be more chill and i'll finish up the particle system, get collision fixed etc (: On Sat, Jun 27, 2009 at 11:01 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Ok, thanks. > > > On Sat, Jun 27, 2009 at 10:41 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> Yeah, strings arent yet supported though but i dont think we'd need >> strings until we let the player choose a name for themselevs etc (: >> >> and as far as int or variable, it only supports "double" which is a double >> precision floating point number. >> >> number variables in lua are actually doubles under the hood so basically >> the answer is: "It only stores numbers and number variables" >> >> >> On Sat, Jun 27, 2009 at 3:04 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> Data_SetValue("Maps/VoidMap/Chest1Opened",1); >>> >>> Is this Data_SetValue("variablename",value); >>> where value is a string, int, or variable? >>> >>> >>> On Fri, Jun 26, 2009 at 6:52 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>> >>>> I saw it, but it was never explained or touched on unfortunately. My >>>> database classes were focused on design, building logical data structures, >>>> tables, forms, and query writing. >>>> I think that was my favorite class aside from Capstone, even though it >>>> sucked, haha. >>>> >>>> >>>> On Fri, Jun 26, 2009 at 8:48 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> yeah you got it! >>>>> >>>>> there's a number that starts at 1 and every time something is loaded, >>>>> it gets the current id and then the id is incremented. >>>>> >>>>> you probably saw that kind of thing in a database class with >>>>> "autoincrement" columns in tables i bet >>>>> On Fri, Jun 26, 2009 at 6:42 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>>> >>>>>> So only standard variables can/should be stored globally. Models get >>>>>> a new UID every load based on the order in which it was processed? >>>>>> >>>>>> >>>>>> On Fri, Jun 26, 2009 at 8:39 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> and the answer, that kent probably found out is that NO you cannot >>>>>>> store a model in a global variable (: >>>>>>> >>>>>>> the reason why is because every time a model is loaded, it gets a >>>>>>> unique ID# and the next time a peice of art is loaded it may not be the >>>>>>> same >>>>>>> ID#. >>>>>>> >>>>>>> If it is, you got lucky, but you shouldn't rely on it being true. >>>>>>> >>>>>>> hope that isnt too confusing, the same is true of mobs, lights, and >>>>>>> other such things >>>>>>> On Fri, Jun 26, 2009 at 6:31 PM, Nick Klotz <roracsenshi@xxxxxxxxx >>>>>>> > wrote: >>>>>>> >>>>>>>> From my understanding of variables, global just means it encompasses >>>>>>>> the entire code, rather than stuck into one specific function; so I >>>>>>>> would >>>>>>>> say yes, they're used just the same as a standard variable. >>>>>>>> >>>>>>>> On Fri, Jun 26, 2009 at 8:27 PM, Kent Petersen >>>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> Can global variables be used just like regular variables. For >>>>>>>>> example I was thinking about storing the players form in a global >>>>>>>>> variable. >>>>>>>>> So when he talks to the old man and it changes your body, your body >>>>>>>>> form >>>>>>>>> caries over in and out of the tent. Would I need to do anything >>>>>>>>> special? >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >