> Lua scripts are only parsable by the Lua interpreter, so every level > editor in existence has problems loading levels that aren't restricted > to the most basic syntactic constructs. Just as importantly, even *if* > you include the Lua interpreter, you cannot restore the Lua file after > loading it, mostly because it's not possible to recover the source code > of functions after they have been loaded. > > The lua2xml script currently chokes on all levels that use Lua functions > as signal targets, for exactly that reason. It *might* be possible to > convert some of these levels by manually parsing them, copying all > variable assignments and function definitions verbatim to the <lua> > section, emitting a warning that the level may not work correctly and > hoping for the best :-) I'm only glad you cannot use anonymous > functions as signal targets in Enigma ;-) > > Daniel
I have not been able to get this to work in an XML level: <lua> TIMERINT = 3.0 function trig_a() set_stone("st-stone1", 2, 13); set_stone("st-stone1", 1, 14); set_stone("st-stone1", 2, 14); motion_a = 1 end function clock_a() if motion_a == 0 then set_stone("st-grate1", 2, 13); set_stone("st-grate1", 1, 14); set_stone("st-grate1", 2, 14); end motion_a = 0 end set_item("it-trigger", 7, 3, {action="callback", target="trig_a"}) set_item("it-trigger", 11, 3, {action="callback", target="trig_a"}) set_item("it-trigger", 7, 9, {action="callback", target="trig_a"}) set_item("it-trigger", 11, 9, {action="callback", target="trig_a"}) set_stone("st-timer", 0, 0, {action="callback", target="clock_a", interval=TIMERINT} ) motion_a = 0 </lua> </level> Is this the problem you're refering to? Should I instead convert the non-LUA section into LUA script and build the level in an 100% LUA script instead? Karen _______________________________________________ Enigma-devel mailing list Enigma-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/enigma-devel