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Edit Trigger by Lua

 
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Edit Trigger by Lua - 11/4/2017 2:47:16 PM   
M1A2G

 

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ScenEdit_SetTrigger({mode='update',type='UnitRemainsInArea',name='Truck Remains Area',targetfilter={SPECIFICUNIT='Vehicles (Truck x 4)'},area={'rp-261','rp-262','rp-263','rp-264'},td='9 hours'})

I write this to change Trigger's time,but it showes "ScenEdit_SetTrigger 1 : ,Error in Trigger.RemainsIn TDA".
What's wrong with this ?

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< Message edited by M1A2G -- 11/5/2017 1:50:55 AM >
Post #: 1
RE: Edit Trigger by Lua - 11/4/2017 3:32:28 PM   
michaelm75au


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Format for TDA is days:hours:minutes:seconds from WIKI

So should read as "td=0:9:0:0"

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Michael

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RE: Edit Trigger by Lua - 11/5/2017 1:50:40 AM   
M1A2G

 

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Thanks,and wiki page is "Command Lua Documentation" ?

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RE: Edit Trigger by Lua - 11/5/2017 1:55:53 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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yes

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Michael

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RE: Edit Trigger by Lua - 11/5/2017 6:52:53 AM   
M1A2G

 

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if ScenEdit_GetUnit({side="T", name="Vehicles (Truck x 5)"}) ~= nil then
ScenEdit_SetTrigger({mode='update',type='UnitRemainsInArea',name='Truck Remains Area',td='0:0:10:0'})
else ScenEdit_GetUnit({side="T", name="Vehicles (Truck x 5)"}) == nil then
ScenEdit_SetTrigger({mode='update',type='UnitRemainsInArea',name='Truck Remains Area',td='0:0:15:0'})
End

This showed "ERROR: [string "Console"]:3: unexpected symbol near '=='"

How to edit it ?

I want to let action judge that unit has been destoryed then change the Trigger

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Post #: 5
RE: Edit Trigger by Lua - 11/5/2017 8:41:06 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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My guess is the missing 'IF' after the ELSE on the 3rd line???

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Michael

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RE: Edit Trigger by Lua - 11/5/2017 8:54:28 AM   
M1A2G

 

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if ScenEdit_GetUnit({side="T", name="Vehicles (Truck x 5)"}) ~= nil then
ScenEdit_SetTrigger({mode='update',type='UnitRemainsInArea',name='Truck Remains Area',td='0:0:10:0'})
else if ScenEdit_GetUnit({side="T", name="Vehicles (Truck x 5)"}) == nil then
ScenEdit_SetTrigger({mode='update',type='UnitRemainsInArea',name='Truck Remains Area',td='0:0:15:0'})
end

This showed "ERROR: [string "Console"]:5: 'end' expected (to close 'if' at line 1) near <eof>" ......

(in reply to michaelm75au)
Post #: 7
RE: Edit Trigger by Lua - 11/6/2017 7:51:08 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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Shouldn't it be ELSEIF

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Michael

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Post #: 8
RE: Edit Trigger by Lua - 11/6/2017 8:03:08 AM   
M1A2G

 

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Joined: 9/13/2017
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if ScenEdit_GetUnit({side="T", name="Vehicles (Truck x 5)"}) ~= nil then
ScenEdit_SetTrigger({mode='update',type='UnitRemainsInArea',name='Truck Remains Area',td='0:0:10:0'})
elseif ScenEdit_GetUnit({side="T", name="Vehicles (Truck x 5)"}) == nil then
ScenEdit_SetTrigger({mode='update',type='UnitRemainsInArea',name='Truck Remains Area',td='0:0:15:0'})
end

This showed"ScenEdit_GetUnit 1 : ,Can't find Unit 'Vehicles (Truck x 5)' on Side 'T'"

But I want to let it judge that the unit is existing or not and then change the trigger...

(in reply to michaelm75au)
Post #: 9
RE: Edit Trigger by Lua - 11/6/2017 9:03:39 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
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This is from the Lua Documentation:
Note: Due to how errors are now handle from SR7, if a command fails in the console window, it will show an error. If the command runs outside the console (as in an event script), it will not fail with a visible error but return a nil or or some other value. One issue with commands running in an event is that sometimes they fail with an in-game message that actually stops the rest of the script from running. Now, these event scripts will run without any in-game message showing, and the designer should check the result of the command and handle any error condition, and let the remaining script run as needed.

My intent is have all command errors behave in the same fashion in the console window; and the command errors outside a console behave without stopping the script. Which requires the designer to cater for the specific error conditions.

To emulate the expected outcome from an event, put 'Tool_EmulateNoConsole(true)' at the start of the script to be tested; it is not required in the event code as the script is already not running in a console.

Note also, that the Lua history log should also record the event script errors.


Run the command 'Tool_EmulateNoConsole(true)' at the start of the script in the console so that the GetUnit() will return nil, and the script should work.
If the script is part of an event action, then the 'Tool' command is not needed. It just emulates what would happen in a non-console script.

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Michael

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RE: Edit Trigger by Lua - 11/6/2017 11:08:07 AM   
M1A2G

 

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Joined: 9/13/2017
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Yeah this worked,thanks.

I try to create an event and as you say the 'tool'command is not needed.

(in reply to michaelm75au)
Post #: 11
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