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Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Fri Nov 06, 2020 7:01 pm
by Komag
7Soul wrote: Fri Nov 06, 2020 6:56 pm It will come out before Grimrock 3
that's funny ;)

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Sun Nov 15, 2020 11:13 pm
by Zo Kath Ra
https://github.com/7Soul/log2_the_old_nexus

mod_assets/scripts/init.lua contains this line:

Code: Select all

import "mod_assets/scripts/functions.lua"
I don't understand why the line is there.

I thought that init.lua and the files it imports could only contain definitions:
defineAnimationEvent
defineObject
etc.

And you also load mod_assets/scripts/functions.lua into a script entity called "functions" in dungeon.lua

Put another way, what would happen if you removed this line from mod_assets/scripts/init.lua ?

Code: Select all

import "mod_assets/scripts/functions.lua"

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Sun Nov 15, 2020 11:24 pm
by 7Soul
When you use an external script, you gotta import it

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Mon Nov 16, 2020 12:42 am
by minmay
7Soul wrote: Sun Nov 15, 2020 11:24 pm When you use an external script, you gotta import it
This isn't true at all. How would that even work? import just runs the file you give it and returns whatever that file's main function returned, it doesn't do anything else.

edit: in fact it looks like Grimrock's import doesn't even pass through the return value, it always returns nothing.

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Mon Nov 16, 2020 1:26 am
by 7Soul
Well then