[GuaEngine] Problem with variables. menu

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  1. #1
    Vision1000's Avatar Member
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    [GuaEngine] Problem with variables.

    My Lua engine seems to have a problem with its variables. I cannot carry over a variable from a Gossip function, to a OnCombat or OnLoad function. I Think this is caused by GuaEngine...

    Newb Theory inc;

    I don't have a clue about Lua engines ect.. but it seems GuaEngine controls On_Load / Combat oriented functions, and the regular server Lua Engine controls the Gossip side. So variables in one Gua engine aren't saved to the stock Lua Engine, and vice versa. This should also means i can't use GuaEngine commands in Gossip Scripts -- which i cant.

    Is this something anyone else is having problems with? or just me.

    Arcemu 3.0.9 / rev.2700~


    Also i followed a random guide of how to install it, Am i doing something wrong? was i supposed to remove the old Lua Engine?
    Last edited by Vision1000; 06-22-2009 at 09:22 PM.

    [GuaEngine] Problem with variables.
  2. #2
    Vindicated's Avatar Contributor
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    If you are using the local keyword, it limits the variable to that "scope", or block of code. So if you do not list the variable in the scope of a function and just do it at the top without putting it under a scope and use the local keyword there, it will be able to be used for everything in that script, but not others.


  3. #3
    Vision1000's Avatar Member
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    Thats not it =/.

    I always declared my variables at the top of the script using 'local'. Even if that was the case, it wouldn't explain not being able to use GuaEngine commands in Gossip Scripts.


    I've only started having this problem since i got GuaEngine.
    Last edited by Vision1000; 06-22-2009 at 09:27 PM.

  4. #4
    Vindicated's Avatar Contributor
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    I am pretty sure that the Lua Engine provided by ArcEmu is incorporated into the GUAEngine. So you might you have to due to interference.

    If that isn't it, just abandon the engine; Gastric hasn't worked on it in months.


  5. #5
    Vision1000's Avatar Member
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    I think that's what im going to do =/.

    I'm having to find workarounds for workarounds and its getting frustrating, i've been working on the same script for a few weeks now, i don't want to have to go back on a few thousand lines of code and fix stuff.

    Thanks for the help anyway, +rep

  6. #6
    Gastricpenguin's Avatar Legendary
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    Lol I have so worked on the engine. I just dropped ArcEmu support as they are not advancing into the futuristic age we call 3.1.x
    Life Puzzler WoW - Website | Forums

  7. #7
    stoneharry's Avatar Moderator Harry


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    Gossip's seem to be buggy with all Lua engines. For example you can not register a event outside a gossip unless register it for in 1 for 1, and even then half the functions don't work on the next event. If you want to do something with a gossip, on selection of the function, respawn in 10 seconds (: Despawn(0, 10000)) or change the NPC flags (:SetNPCFlags(2)) then spawn another npc and tell it to do everyone on spawn instead of the gossip. That npc could be invisible or some random mob, etc. Anyway good luck, hope this gives you a little bit of a motive

  8. #8
    Vision1000's Avatar Member
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    Originally Posted by stoneharry View Post
    Gossip's seem to be buggy with all Lua engines. For example you can not register a event outside a gossip unless register it for in 1 for 1, and even then half the functions don't work on the next event. If you want to do something with a gossip, on selection of the function, respawn in 10 seconds (: Despawn(0, 10000)) or change the NPC flags (:SetNPCFlags(2)) then spawn another npc and tell it to do everyone on spawn instead of the gossip. That npc could be invisible or some random mob, etc. Anyway good luck, hope this gives you a little bit of a motive
    Nah taking out GuaEngine fixed it. What i was doing initially, was creating a world event i guess, i made a new table in the DB, that a lua script would get data from. everytime someone completed a quest it would increase that value by one and update the table, once x amount of quests were completed, a server event would spawn. I gave up on it after i couldn't use Query in a lot of the functions, and when i could use it, it value returned as a string.

    Anyway, i'll stick with the the regular engine until i compile an aspire core. Maybe i can make the world event script properly there.

    Thanks for the workaround ideas though, can never have too many o.-

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