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attempt to call global 'require' (a nil value)?????


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Posted

to go into further detail I am trying to add an animated deer so I add the script it came with and got this:

 

attempt to call global 'require' (a nil value)

 

on this line:

 

require("scripts/class")

 

Posted

so there is no way to use it? =/

 

do you know how I can get this to work then?

 

require("scripts/class")

 

local class=CreateClass(...)

 

class.beginframe = 0

class.endframe = 301

class.animationspeed=0.35

 

function class:CreateObject(model)

local object=self.super:CreateObject(model)

model:SetRotation(Vec3(0,math.random(500)-1,0))

uninstancedframe=class.beginframe+math.random(class.endframe-class.beginframe)-1

object.frame=uninstancedframe

 

function object:Draw()

self.frame = self.frame + class.animationspeed * AppSpeed()

if self.frame>class.endframe then

self.frame=0

end

self.model:Animate(self.frame,1,0,1)

end

 

end

Posted

While not I'm 100% certain I believe that require is used for including binary plugins and include is used to include scripts.

 

Also require is turned off in sandbox mode, not sure about include

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

Posted
As for the require keyword, this is no longer used in LE3.

 

That's not entirely accurate as I wrote above it's still used to load binary lua plugins ( when not in sandbox mode )

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

Posted

import() is a Leadwerks command and will work with all our file system features. For example, it can be used to execute scripts within a Workshop game, while keeping all files inside an encrypted zip file.

 

require is a Lua command. It should work, but might not be enabled if Lua sandboxing is turned on.

Let's build cool stuff and have fun. :)

Posted

What I meant on my first post is that the OP is using a lua script from Leadwerks 2.

 

If you are looking for a simple animation test, use this script:

 

Script.speed=1.0--float
Script.sequence=0--int

function Script:UpdateWorld
 local t = Time:GetCurrent()/100
 self.entity:SetAnimationFrame(t * self.speed, 1, self.sequence)
end

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