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Posted

OK I'm confused as to what is happening here. I'm trying to create a GetEntityByName(name) function. In it, it will loop CurrentWorld().entities looking for the key name you pass in. So step one I just want to print all entity names.

 

for model in iterate(CurrentWorld().entities) do
	Print("Searching name.. "..model:GetKey("Name"))
end

 

The thing I don't get is if I put this in the Update() method it prints all the entities, BUT if I put this in a function that gets ran just once from inside Update() (it's like an init thing inside Update() where it'll only run the function inside and if statement) in my log all I see is 1 line of "Searching name... ". It's blank.

 

 

[EDIT]

Here is the code in monster truck lua

 

How it's setup below I see Inside test print in the log but no entities looped through in the log. If I uncomment the GetEntityByName("test") in the Update() method it does loop through all entities. So what's the difference?

function Test()
Print("Inside test")
GetEntityByName("Rick")
end

function Update(world)
local model
local entity
for model,entity in pairs(entitytable) do
	entity:UpdateTires()
end

if(init == false) then
	if(GetGlobalNumber("game") == 1) then
		--Print("Running MyScript")
		init = true
		--RunScript(MyScript)
		Test()
	end
end

--for m in iterate(CurrentWorld().entities) do
--	Print("Searching name.. "..m:GetKey("Name"))
--end

--GetEntityByName("test")

UpdateCR()
end

Posted

I don't think init automatically equals false. It equals nil by default:

local p

if p==false then Notify("false") end
if p==nil then Notify("nil") end

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

The world the Update function is being called for might be a world that has nothing in it. Remember, framewerk has three different worlds going.

My job is to make tools you love, with the features you want, and performance you can't live without.

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