Aily Posted February 28, 2012 Share Posted February 28, 2012 I can turn on Lua in bMax just like local LuaState:byte ptr = luaL_newstate() and then run my own scripts with this. Leadwerks on start creating own Lua state, and attach all of own methods to it. Do anyone knows, how can i get current Lua state in bMax? Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Aily Posted February 28, 2012 Author Share Posted February 28, 2012 Or any another idea, what to do with scripts on load another scene (level 2,3,4....) Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Aily Posted March 12, 2012 Author Share Posted March 12, 2012 Anybody? Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Flexman Posted March 17, 2012 Share Posted March 17, 2012 oppsie, just been playing with it as it happens. luastate.L is the Leadwerks Lua state 1 Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Aily Posted May 11, 2012 Author Share Posted May 11, 2012 oppsie, just been playing with it as it happens. luastate.L is the Leadwerks Lua state Thanks, it realy works. .... Include "lua-gluefunctions.bmx" ..... Function run(fullpath$) Print "Run script: "+fullpath If luaL_dofile(luastate.L,fullpath) Notify "Error in script: "+fullpath+Chr(13)+lua_tostring( luastate.L, lua_gettop(luastate.L) ) End End If End Function run "index.lua" Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
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