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ROBLOX Forum » Game Creation and Development » Scripting Helpers
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Re: yo, wut iz the problem

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noah is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
18 Jan 2013 11:41 PM
if string.sub(msg, 1,4) == "kcr " then
for i,player in pairs (game.Players:GetChildren()) do
if string.find(string.lower(player.Name),string.lower(string.sub(msg,5))) == 1 then
for i,table in pairs (killchat) do
if table == player.Name then
msg = Instance.new("Hint", user.PlayerGui)
msg.Text = ""..player.Name.. " has been removed."
table.remove(killchat, player.Name)
wait(3)
msg:Destroy()
else print("player not found")
end
end
end
end
end
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noah is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
18 Jan 2013 11:42 PM
And there's not output. The msg pops up but the player's name is still in the table.
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noah is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
18 Jan 2013 11:42 PM
no*


6969
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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
18 Jan 2013 11:43 PM
"yo" problem "is" you didn't post output.
Also your table.remove is wrong.
Didn't I tell you about the Table Manipulation?

~ᴬᴵᴺ'ᵀ ᵀᴴᴬᵀ ᴬ ᴷᴵᶜᴷ ᴵᴺ ᵀᴴᴱ ᴴᴱᴬᴰˑ~
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noah is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
18 Jan 2013 11:45 PM
Please get some eyeglasses.
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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
18 Jan 2013 11:46 PM
I posted late. Don't need to be rude.

~ᴬᴵᴺ'ᵀ ᵀᴴᴬᵀ ᴬ ᴷᴵᶜᴷ ᴵᴺ ᵀᴴᴱ ᴴᴱᴬᴰˑ~
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noah is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
18 Jan 2013 11:47 PM
Hypocrite. -_-

Bump.
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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
18 Jan 2013 11:49 PM
What do you mean? I gave you your answer. Saying "yo wut iz the problem" makes you sound like a complete moron. That's why nobody will answer.

~ᴬᴵᴺ'ᵀ ᵀᴴᴬᵀ ᴬ ᴷᴵᶜᴷ ᴵᴺ ᵀᴴᴱ ᴴᴱᴬᴰˑ~
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mew903 is not online. mew903
Joined: 03 Aug 2008
Total Posts: 22071
18 Jan 2013 11:51 PM
if string.sub(msg, 1,4) == "kcr " then
for i,player in pairs (game.Players:GetChildren()) do
if string.find(string.lower(player.Name),string.lower(string.sub(msg,5))) == 1 then
for i,table in pairs (killchat) do
if table == player.Name then
msg = Instance.new("Hint", user.PlayerGui)
msg.Text = ""..player.Name.. " has been removed."
table.remove(killchat, (function()
for i, v in ipairs(killchat) do
if v == player.Name then
return i;
end
end
end)());
wait(3)
msg:Destroy()
else print("player not found")
end
end
end
end
end

Should work.
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KnightmareXD is not online. KnightmareXD
Joined: 14 Jul 2009
Total Posts: 11189
18 Jan 2013 11:51 PM
I told you how to apply it to strings:


    for i, v in pairs( killchat ) do
      if v:lower( ) == player.Name:lower( ) then
        table.remove( killchat, i )
      end
    end


¤ ¤ † K M <( •д• )> X D † ¤ ¤
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noah is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
18 Jan 2013 11:54 PM
@Unadmin
Moron? Clearly you can't understand the word 'trolling'. Stop acting like a know it all and start belittling others just because you can't understand the simplicity of the 'art of trolling'. Yeah and calling other people on online forums morons makes you feel better then joo hav teh probz.

@Mew;
Thanks, yo. I'll try that out.
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noah is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
18 Jan 2013 11:59 PM
@Mew & knight
Hmm, still the same outcome, but I appreciate yo help.
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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
19 Jan 2013 12:00 AM
SH is no place for trolling. This isn't Off Topic or Roblox Talk. Stop acting like you're troll god.

~ᴬᴵᴺ'ᵀ ᵀᴴᴬᵀ ᴬ ᴷᴵᶜᴷ ᴵᴺ ᵀᴴᴱ ᴴᴱᴬᴰˑ~
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noah is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
19 Jan 2013 12:06 AM
>SH is no place for trolling. This isn't Off Topic or Roblox Talk. Stop acting like you're troll god.

Are you new? -_- Crazyman,MNN, AgentFireFoxand some other well-known scripters always troll here. And how am I acting like a troll god, lol? *sigh* just stop making up excuses and posting on this thread if you're going to continue to flame me. I just want to fix mah code.
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2unknown2 is not online. 2unknown2
Joined: 30 Oct 2011
Total Posts: 9351
19 Jan 2013 12:11 AM
@noah i fixed the script

if string.sub(msg, 1,4) == "kcr " then
for i,player in pairs (game.Players:GetChildren()) do
if string.find(string.upper(kcr.Name),string.lower(string.sub(msg,5))) == 1 then do
for i,table in pairs (killchat) do
if table == player.Name then
msg = Instance.new("Hint", user.PlayerGui)
msg.Text = ""..player.Name.. " has been removed."
table.remove(killchat, player.Name)
wait(3)
msg:Destroy()
else print("player not found")
end
end
end
end
end
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xXxMoNkEyMaNxXx is not online. xXxMoNkEyMaNxXx
Joined: 03 Oct 2008
Total Posts: 3120
19 Jan 2013 12:11 AM
Yo, mine no work 2. u find problem


#Texture.glsl

    extern Image img;
    extern vec3 n;
    extern vec3 p0;
    extern vec3 pp1;
    extern vec3 pp2;
    extern vec2 rep;
    
    extern vec4 q;
    extern vec3 p;
    extern vec2 vs;
    extern number fov;
    
    vec3 qmul(vec4 q,vec3 v)//Quaternion rotated vector (q*v)
    {
        return v+cross(2*q.xyz,cross(q.xyz,v)+q.w*v);
    }
    
    vec4 mask(vec4 base,vec4 over)
    {
        return vec4(over.rgb*over.a+base.rgb*(1-over.a),over.a+base.a*(1-over.a));
    }
    
    float plane(vec3 norm,vec3 rel,vec3 dir)
    {
        return dot(rel,norm)/dot(dir,norm);
    }
    
    vec2 uv=vec2(1,1);
    vec2 uv2=uv/2;
    vec4 effect(vec4 colour,Image i_,vec2 _,vec2 s)
    {
        //Pixel direction
        vec3 d=qmul(q,normalize(vec3(2*fov*(s-vs/2)/vs.y,-1)));
    
        //Point hit
        vec3 h=p-d*plane(n,p-p0,d);
    
        //Be efficient
        vec3 diff=h-p0;
    
        //Convert to 2d coordinates on image, and mask the colour with the texture's colour (Transparent textures will reveal the colour below)
        return mask(colour,Texel(img,mod(vec2(dot(pp1,diff),dot(pp2,diff))/rep+uv2,uv)));
    }


#TextureSurface.lua


    --By xXxMoNkEyMaNxXx
    
    local unpack=unpack
    
    local abs=math.abs
    local sqrt=math.sqrt
    local sin,cos=math.sin,math.cos
    
    local quad=love.graphics.quad
    local poly=love.graphics.polygon
    local setEffect=love.graphics.setPixelEffect
    local glsl=love.graphics.newPixelEffect(love.filesystem.read'Texture.glsl')
    local gl_send=glsl.send
    
    local PRE_COMPUTE={love.graphics.getWidth(),love.graphics.getHeight()}
    
    module(...)
    
    local data={}
    local send=function(index,value)
        data[index]=value
        gl_send(glsl,index,value)
    end
    
    function QuaternionToMatrix(q)
        local w,x,y,z=q[4],q[1],q[2],q[3]
        return
        {1-2*y^2-2*z^2,2*x*y+2*w*z,2*x*z-2*w*y},
        {2*x*y-2*w*z,1-2*x^2-2*z^2,2*y*z+2*w*x},
        {2*x*z+2*w*y,2*y*z-2*w*x,1-2*x^2-2*y^2}
    end
    
    --[['prepare' - Prepare an image to be rendered to a surface.
        'img'=Image; The image you want to render onto the surface.
        'sfc_centre'={x,y,z}; The center point of the surface.
        'sfc_norm'={x,y,z}; A unit vector perpendicular to the surface.
        'sfc_right_dir'={x,y,z}; A unit vector contained in the surface that will represent the X axis on the image.
        'sfc_up_dir'={x,y,z}; A unit vector contained in the surface that will represent the Y axis on the image.
        'repeat_'={x,y}; Repeat the texture every {x,y} units.
        (Set to the size of the surface for one appearance.)
    --]]
    
    function prepare(img,repeat_,sfc_centre,sfc_right_dir,sfc_up_dir,sfc_norm)
        send("img",img)
        send("p0",sfc_centre)
        send("pp1",sfc_right_dir)
        send("pp2",sfc_up_dir)
        send("n",sfc_norm)
        send("rep",{repeat_[1]*2,repeat_[2]*2})
    end
    
    --[['setCamera' - Sets the camera's position and rotation in one of three ways:
        'pos'={x,y,z}; Only change position.
        nil;
        nil;
    
        'pos'={x,y,z}; Position of camera.
        'quat'={x,y,z,w}; Quaternion. Note that w is after x,y, and z.
        'angle'=nil; The quaternion already describes the rotation.
    
        or
    
        'pos'={x,y,z}; Position of camera.
        'axis'={x,y,z}; Direction the camera points.
        'angle'=radians; Rotate the camera on the specified axis.
    --]]
    function setCamera(pos,quat,angle)
        send("p",pos)
        if quat then
            if angle then
                local mul=sin(angle/2)
                local w,x,y,z=cos(angle/2),quat[1]*mul,quat[2]*mul,quat[3]*mul
                local mag=sqrt(w^2+x^2+y^2+z^2)
                local q={x/mag,y/mag,z/mag,w/mag}
                send("q",q)
                data.mat={QuaternionToMatrix(q)}
            else
                send("q",quat)
                data.mat={QuaternionToMatrix(quat)}
            end
        end
    end
    
    --[['setSizeFOV' - arguments
    viewsize={love.graphics.getWidth(),love.graphics.getHeight()}
    
    fov:
        The field of view of the Camera.
        This can be calculated as tan(Y-visibility/2),
        where Y-visibility is the angle between the direction at the top of the screen,
        the camera, and the direction at the bottom of the screen. (In radians)
    --]]
    function setFOV(fov,viewsize)
        send("fov",fov)
        if viewsize then
            send("vs",viewsize)
        end
    end
    
    
    --Use this function like love.graphics.setPixelEffect(enable), but it only enables this effect.
    local loaded=false
    function preload(loadup)--True to set, false to unset...
        if loadup then
            setEffect(glsl)
        else
            setEffect()
        end
        loaded=loadup and true or false--Convert to bool (Actually not necessary, but it is most likely easier to compute later if-statements at high speed.)
    end
    
    --(vs.x+relpos.x/relpos.z*vs.y*fov)/2, (vs.y-vs.y*relpos.y/relpos.z*fov)/2
    
    function worldToScreen(mat,pos)
        --pos-cross(2*q.xyz,q.w*pos-cross(q.xyz,pos))
        --local relpos={pos[1]*data.pp1[1]+pos[2]*data.pp2[1]+pos[3]*data.n[1],pos[1]*data.pp1[2]+pos[2]*data.pp2[2]+pos[3]*data.n[2],pos[1]*data.pp1[3]+pos[2]*data.pp2[3]+pos[3]*data.n[3]}
        local relz=abs(pos[1]*mat[1][3]+pos[2]*mat[2][3]+pos[3]*mat[3][3])
        return
        (data.vs[1] + (pos[1]*mat[1][1]+pos[2]*mat[2][1]+pos[3]*mat[3][1]) * data.vs[2]*data.fov/relz)/2,
        (data.vs[2] - (pos[1]*mat[1][2]+pos[2]*mat[2][2]+pos[3]*mat[3][2]) * data.vs[2]*data.fov/relz)/2
    end
    --[[
    local function qmul(q,v)
        return
    end
    local function plane(norm,rel,dir)
        return dot(rel,norm)/dot(dir,norm)
    end
    function screenToWorld(pos)
        --qmul(q,v)=v+cross(2*q.xyz,cross(q.xyz,v)+q.w*v)
        --d=qmul(q,pos)
        pos+cross(2*data.q[1],2*data.q[2],2*data.q[3],cross(q.xyz,v)+q.w*v)
        --h=p-d*plane(n,p-p0,d)
        --diff=h-p0
    
    end
    local function mul(mat,v)
        return {v[1]*mat[1][1]+v[2]*mat[2][1]+v[3]*mat[3][1], v[1]*mat[1][2]+v[2]*mat[2][2]+v[3]*mat[3][2], v[1]*mat[1][3]+v[2]*mat[2][3]+v[3]*mat[3][3]}
    end
    --]]
    function vertices(size)--compute vertices if size is {x,y}
        local v1x,v1y=worldToScreen(data.mat,{data.p[1]-data.p0[1]+size[1]*data.pp1[1]+size[2]*data.pp2[1], data.p[2]-data.p0[2]+size[1]*data.pp1[2]+size[2]*data.pp2[2], data.p[3]-data.p0[3]+size[1]*data.pp1[3]+size[2]*data.pp2[3]})
        local v2x,v2y=worldToScreen(data.mat,{data.p[1]-data.p0[1]+size[1]*data.pp1[1]-size[2]*data.pp2[1], data.p[2]-data.p0[2]+size[1]*data.pp1[2]-size[2]*data.pp2[2], data.p[3]-data.p0[3]+size[1]*data.pp1[3]-size[2]*data.pp2[3]})
        local v3x,v3y=worldToScreen(data.mat,{data.p[1]-data.p0[1]-size[1]*data.pp1[1]-size[2]*data.pp2[1], data.p[2]-data.p0[2]-size[1]*data.pp1[2]-size[2]*data.pp2[2], data.p[3]-data.p0[3]-size[1]*data.pp1[3]-size[2]*data.pp2[3]})
        local v4x,v4y=worldToScreen(data.mat,{data.p[1]-data.p0[1]-size[1]*data.pp1[1]+size[2]*data.pp2[1], data.p[2]-data.p0[2]-size[1]*data.pp1[2]+size[2]*data.pp2[2], data.p[3]-data.p0[3]-size[1]*data.pp1[3]+size[2]*data.pp2[3]})
        return v1x,v1y,v2x,v2y,v3x,v3y,v4x,v4y
    end
    --[['render' - Use to prepare, set effect, and render all in one go.
        I should think that most people wouldn't need this, but it could be useful to do just one texture
        when using other pixel effects or no pixel effects on other things without unloading.
        Comment it out/remove it if you want.
    --]]
    local prepare,vertices=prepare,vertices
    function render(img,prep,size,once)
        prepare(img,unpack(prep))
        if once then
            setEffect(glsl)
        elseif not loaded then
            setEffect(glsl)
        end
        quad("fill",vertices(size))
        if once then
            setEffect()
        end
    end
    -----------------------------------------------------------
    
    --auto setup
    setFOV(1,PRE_COMPUTE)
    setCamera({0,0,0},{0,0,0,1})


#main.lua


    --Surface Texture Demo
    
    --localize
    local sin,cos=math.sin,math.cos
    
    --Load module
    local texture=require'TextureSurface'
    
    --Store camera info
    local cam_pos,cam_axis={0,0,0},{0,0,1}
    
    --Store object info
    local surf_image=love.graphics.newImage'Breaking Benjamin.png'
    local surf_pos,surf_quat,surf_size={0,0,0},{0,0,0,1},{7,7}
    
    function love.load()
        love.graphics.setBackgroundColor(192,192,255,255)
        texture.preload(true)--Sets the pixel effect
        texture.prepare(surf_image,{7,7},surf_pos, texture.QuaternionToMatrix(surf_quat))--Sends the data to the shader (Image, Repeat, Position, Right, Up, Normal)
    end
    
    local next_randomization=0
    function love.draw()
        if cam_axis[1]*(surf_pos[1]-cam_pos[1])+cam_axis[2]*(surf_pos[2]-cam_pos[2])+cam_axis[3]*(surf_pos[3]-cam_pos[3])>=0 then--if it's infront of the camera (don't worry about this)
            love.graphics.quad("fill",texture.vertices(surf_size))--10,10,650,10,650,490,10,490)--Compute the current polygon's vertices on the screen by specifying the size.
        else
            next_randomization=0
        end
    end
    
    function love.update()
        local t=love.timer.getTime()%(math.pi*2)
        cam_pos={15*cos(t),0,15*sin(t)}
        if love.timer.getTime()>next_randomization then
            cam_axis={2*math.random()-1,2*math.random()-1,2*math.random()-1}
            texture.setCamera(cam_pos,cam_axis,math.random()*2*math.pi)--Moves the camera (Position [<, Axis, Angle> OR <, Quaternion>])
            next_randomization=love.timer.getTime()+2
        else
            texture.setCamera(cam_pos)
        end
    end

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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
19 Jan 2013 12:15 AM
You seemed to be really cocky when you were talking about the art of trolling. The only reason scripters give troll responses is because OP has A) Asked for a request
B)Supplied not output.

Your output should have been
Workspace.Script:1: bad argument #1 to 'sub' (string expected, got nil)


~ᴬᴵᴺ'ᵀ ᵀᴴᴬᵀ ᴬ ᴷᴵᶜᴷ ᴵᴺ ᵀᴴᴱ ᴴᴱᴬᴰˑ~
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2unknown2 is not online. 2unknown2
Joined: 30 Oct 2011
Total Posts: 9351
19 Jan 2013 12:16 AM
i also fixed yours
you need another end
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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
19 Jan 2013 12:17 AM
LOL @xXxMoNkEyMaNxXx
It's because that is Love 2D!

~ᴬᴵᴺ'ᵀ ᵀᴴᴬᵀ ᴬ ᴷᴵᶜᴷ ᴵᴺ ᵀᴴᴱ ᴴᴱᴬᴰˑ~
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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
19 Jan 2013 12:19 AM
Oh and Noah, you need a onchatted event.

~ᴬᴵᴺ'ᵀ ᵀᴴᴬᵀ ᴬ ᴷᴵᶜᴷ ᴵᴺ ᵀᴴᴱ ᴴᴱᴬᴰˑ~
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xXxMoNkEyMaNxXx is not online. xXxMoNkEyMaNxXx
Joined: 03 Oct 2008
Total Posts: 3120
19 Jan 2013 12:19 AM
o ya I 4got roblox can't do anything lolo
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noah is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
19 Jan 2013 12:22 AM
Zomg, I gave you part of the code. "PART" I already have the function name and connection line you idiot. *sigh*

@monkey
ye i fixxd it, u need a 'local end end local' on line 237
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tehepicford is not online. tehepicford
Joined: 26 Aug 2011
Total Posts: 1486
19 Jan 2013 12:29 AM
Nobody is going to help you, You are being rude to people trying to help.
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noah is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
19 Jan 2013 12:32 AM
I swear you flamers are pissing me off. -_- Teh, please go get a life and eyeglasses because you can't read.
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tehepicford is not online. tehepicford
Joined: 26 Aug 2011
Total Posts: 1486
19 Jan 2013 12:38 AM
Just saying, No need to 'flame'
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