Got scripts to work as intended, had to use an ugly hack for it.
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@ -1337,6 +1337,21 @@
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<toChangeIdBlue>133</toChangeIdBlue>
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<toChangeObjNum>0</toChangeObjNum>
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</trigger>
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<trigger>
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<name>openFirstDoorUndo</name>
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<xPosition>159.5</xPosition>
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<yPosition>22</yPosition>
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<zPosition>17.5</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>0.2</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>openFirstDoorUndo</luaScript>
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<toChangeIdGreen>1</toChangeIdGreen>
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<toChangeIdBlue>133</toChangeIdBlue>
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<toChangeObjNum>0</toChangeObjNum>
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</trigger>
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</composition>
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<composition>
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@ -1,8 +1,11 @@
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if(triggeredSCRIPTNAME == nil) then
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triggeredSCRIPTNAME = false
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--I have no idea why this hack from the internet works, but it does...
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package.path = debug.getinfo(1,"S").source:match[[^@?(.*[\/])[^\/]-$]] .."?.lua;".. package.path
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local global = require( "global" )
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if(global.triggeredSCRIPTNAME == nil) then
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global.triggeredSCRIPTNAME = false
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end
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function trigger(objectToChange)
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if(triggeredSCRIPTNAME == false) then
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if(global.triggeredSCRIPTNAME == false) then
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if(not level) then
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print("No level found in Lua!")
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return
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@ -10,7 +13,7 @@ function trigger(objectToChange)
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--enter the scripts code here and replace all occurences of SCRIPTNAME with the name of the script.
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triggeredSCRIPTNAME = true
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global.triggeredSCRIPTNAME = true
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print("SCRIPTNAME")
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end
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end
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3
data/levels/scripts/global.lua
Normal file
3
data/levels/scripts/global.lua
Normal file
@ -0,0 +1,3 @@
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--global variable space
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local M = {}
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return M
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@ -1,8 +1,11 @@
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if(triggereOpenFirstDoor == nil) then
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triggereOpenFirstDoor = false
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--I have no idea why this hack from the internet works, but it does...
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package.path = debug.getinfo(1,"S").source:match[[^@?(.*[\/])[^\/]-$]] .."?.lua;".. package.path
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local global = require( "global" )
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if(global.triggeredOpenFirstDoor == nil) then
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global.triggeredOpenFirstDoor = false
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end
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function trigger(objectToChange)
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if(triggereOpenFirstDoor == false) then
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if(global.triggeredOpenFirstDoor == false) then
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if(not level) then
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print("No level found in Lua!")
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return
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@ -14,9 +17,9 @@ function trigger(objectToChange)
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local zPos = 17.5
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level:moveObject(objectToChange, strength, xPos, yPos, zPos)
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triggeredOpenFirstDoorUndo = false
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global.triggeredOpenFirstDoorUndo = false
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triggereOpenFirstDoor = true
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global.triggeredOpenFirstDoor = true
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print("openFirstDoor")
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end
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end
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@ -1,8 +1,11 @@
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if(triggereOpenFirstDoorUndo == nil) then
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triggereOpenFirstDoorUndo = false
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--I have no idea why this hack from the internet works, but it does...
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package.path = debug.getinfo(1,"S").source:match[[^@?(.*[\/])[^\/]-$]] .."?.lua;".. package.path
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local global = require( "global" )
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if(global.triggeredOpenFirstDoorUndo == nil) then
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global.triggeredOpenFirstDoorUndo = true
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end
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function trigger(objectToChange)
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if(triggereOpenFirstDoorUndo == false) then
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if(global.triggeredOpenFirstDoorUndo == false) then
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if(not level) then
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print("No level found in Lua!")
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return
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@ -14,9 +17,9 @@ function trigger(objectToChange)
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local zPos = 17.5
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level:moveObject(objectToChange, strength, xPos, yPos, zPos)
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triggeredOpenFirstDoor = false
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global.triggeredOpenFirstDoor = false
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triggereOpenFirstDoorUndo = true
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global.triggeredOpenFirstDoorUndo = true
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print("openFirstDoorUndo")
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end
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end
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