SpiderPig Posted October 12, 2013 Share Posted October 12, 2013 In LE2 the following code worked for setting a global variable in lua, BP L=GetLuaState(); lua_pushobject(L,camera); lua_setglobal(L,"camera"); lua_pop(L,1); but in LE3 GetLuaState() and lua_pushobject() doesn't seem to exist... Are there other ways to set global variables from c++ now? A command like GetCurrentCamera() would be useful... Quote Link to comment Share on other sites More sharing options...
Rick Posted October 12, 2013 Share Posted October 12, 2013 I think if you make a new Lua project, then open up the VS solution and look at the code in there you can find a way to do this as. Quote Link to comment Share on other sites More sharing options...
Josh Posted October 12, 2013 Share Posted October 12, 2013 lua_pushobject(Interpreter::L,camera); lua_setglobal(Interpreter::L,"camera"); lua_pop(Interpreter::L,1); Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted October 12, 2013 Author Share Posted October 12, 2013 Thanks for the info guys, but lua_pushobject is not defined? I've updated my project just to be sure, but still it's not there Quote Link to comment Share on other sites More sharing options...
Josh Posted October 12, 2013 Share Posted October 12, 2013 Interpreter::PushObject(Object* o) Almost every Lua function has an analog in the Interpreter class. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted October 12, 2013 Author Share Posted October 12, 2013 It compiles now, but I get an unhandled exception at PushObject. ...I created this project in the editor as a C++ project by the way - does it need to be set-up as a Lua project in order to work? Quote Link to comment Share on other sites More sharing options...
Admin Posted October 12, 2013 Share Posted October 12, 2013 Try this initialization code first: if (Interpreter::L==NULL) Interpreter::Reset(); Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted October 12, 2013 Author Share Posted October 12, 2013 That fixed it. Thanks! Quote Link to comment Share on other sites More sharing options...
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