# Unity String:gmatch in lua problem

This topic is 2299 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

[font="Lucida Console"]could someone tell me how to fix this i don't see the problem ?[/font]

[font="Lucida Console"]This is my problem:[/font]

[font="Lucida Console"]I can't after every gmatch occurrence write to a textfile for every occurence of .txt [/font]

[font="Lucida Console"]What are you using?[/font]
[font="Lucida Console"]i'm using gmatch to find .txt, which .txt is in a textfile eg ( " what i mean is a textfile of it contents"). [/font]

[font="Lucida Console"]Then writing to another textfile for every occurrence of .txt [/font][font="Lucida Console"] this would output like this eg( textfile1,textfile2,textfile3 and so on). [/font]

Heres My Code

require "lfs" file = io.open("ListingDirectoryList.txt","w") input = io.open("AmountofTextFiles.txt","w") for content in lfs.dir ("content") do file:write(content, " ") end file:close() for line in io.lines("ListingDirectoryList.txt") do if line:gmatch(".txt","%a+") then do input:write("textfile", +1) end end end input:close()

Could anyone tell me how to fix this

I took a look at the lua reference and lua programming and couldn't find any more information then the functions explanations themselves and it just really annoying for me so im asking the community

##### Share on other sites
I'm really not sure if I understand what you're asking, but you probably want something like this:

 -- Assuming input file is just a list of file names + extensions, with only one per line. local input = io.open("test.txt", "w") local output = "" for line in input:lines() do local textfile = line:match("(%w+)%.txt") if textfile then output = output .. textfile .. "\n" end end input:close() print(output) 

I leave outputting things in the exact way you want for you to do.

Note that gmatch is for iterating over a string, but you probably want to use match instead if you just have one text file per line in the input. Note that there are two ways to call the string.gmatch function: string.gmatch(input_str, pattern) and input_str:gmatch(pattern). You seem to be mixing these in ways that do not make sense. I would also be surprised if just putting +1 as a parameter to output does what you want.

##### Share on other sites

I'm really not sure if I understand what you're asking, but you probably want something like this:

[source lang="lua"]

-- Assuming input file is just a list of file names + extensions, with only one per line.

local input = io.open("test.txt", w)

local output = ""

for line in input:lines() do
local textfile = line:match("(%w+)%.txt")

if textfile then
output = output .. textfile .. "\n"
end
end

input:close()

print(output)

[/source]

I leave outputting things in the exact way you want for you to do.

Note that gmatch is for iterating over a string, but you probably want to use match instead if you just have one text file per line in the input. Note that there are two ways to call the string.gmatch function: string.gmatch(input_str, pattern) and input_str:gmatch(pattern). You seem to be mixing these in ways that do not make sense. I would also be surprised if just putting +1 as a parameter to output does what you want.

Could you leave my code as is and do the same thing as much as possible so i can understand what you written better your using some terms im not aware of at this moment in time soz

##### Share on other sites
Why would he leave your code as-is when your code is broken?

##### Share on other sites
i ment it change it but keep it as close to that as possible without destorying the hole idea

• 9
• 10
• 12
• 10
• 10
• ### Similar Content

• By khawk
Watch the latest from Unity.

• By GytisDev
Hello,
without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles,  where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language.
Thank you in advance.
• By Ovicior
Hey,
So I'm currently working on a rogue-like top-down game that features melee combat. Getting basic weapon stats like power, weight, and range is not a problem. I am, however, having a problem with coming up with a flexible and dynamic system to allow me to quickly create unique effects for the weapons. I want to essentially create a sort of API that is called when appropriate and gives whatever information is necessary (For example, I could opt to use methods called OnPlayerHit() or IfPlayerBleeding() to implement behavior for each weapon). The issue is, I've never actually made a system as flexible as this.
My current idea is to make a base abstract weapon class, and then have calls to all the methods when appropriate in there (OnPlayerHit() would be called whenever the player's health is subtracted from, for example). This would involve creating a sub-class for every weapon type and overriding each method to make sure the behavior works appropriately. This does not feel very efficient or clean at all. I was thinking of using interfaces to allow for the implementation of whatever "event" is needed (such as having an interface for OnPlayerAttack(), which would force the creation of a method that is called whenever the player attacks something).

Here's a couple unique weapon ideas I have:
Explosion sword: Create explosion in attack direction.
Cold sword: Chance to freeze enemies when they are hit.
Electric sword: On attack, electricity chains damage to nearby enemies.

I'm basically trying to create a sort of API that'll allow me to easily inherit from a base weapon class and add additional behaviors somehow. One thing to know is that I'm on Unity, and swapping the weapon object's weapon component whenever the weapon changes is not at all a good idea. I need some way to contain all this varying data in one Unity component that can contain a Weapon field to hold all this data. Any ideas?

I'm currently considering having a WeaponController class that can contain a Weapon class, which calls all the methods I use to create unique effects in the weapon (Such as OnPlayerAttack()) when appropriate.

• Hi fellow game devs,
First, I would like to apologize for the wall of text.
As you may notice I have been digging in vehicle simulation for some times now through my clutch question posts. And thanks to the generous help of you guys, especially @CombatWombat I have finished my clutch model (Really CombatWombat you deserve much more than a post upvote, I would buy you a drink if I could ha ha).
Now the final piece in my vehicle physic model is the differential. For now I have an open-differential model working quite well by just outputting torque 50-50 to left and right wheel. Now I would like to implement a Limited Slip Differential. I have very limited knowledge about LSD, and what I know about LSD is through readings on racer.nl documentation, watching Youtube videos, and playing around with games like Assetto Corsa and Project Cars. So this is what I understand so far:
- The LSD acts like an open-diff when there is no torque from engine applied to the input shaft of the diff. However, in clutch-type LSD there is still an amount of binding between the left and right wheel due to preload spring.
- When there is torque to the input shaft (on power and off power in 2 ways LSD), in ramp LSD, the ramp will push the clutch patch together, creating binding force. The amount of binding force depends on the amount of clutch patch and ramp angle, so the diff will not completely locked up and there is still difference in wheel speed between left and right wheel, but when the locking force is enough the diff will lock.
- There also something I'm not sure is the amount of torque ratio based on road resistance torque (rolling resistance I guess)., but since I cannot extract rolling resistance from the tire model I'm using (Unity wheelCollider), I think I would not use this approach. Instead I'm going to use the speed difference in left and right wheel, similar to torsen diff. Below is my rough model with the clutch type LSD:
speedDiff = leftWheelSpeed - rightWheelSpeed; //torque to differential input shaft. //first treat the diff as an open diff with equal torque to both wheels inputTorque = gearBoxTorque * 0.5f; //then modify torque to each wheel based on wheel speed difference //the difference in torque depends on speed difference, throttleInput (on/off power) //amount of locking force wanted at different amount of speed difference, //and preload force //torque to left wheel leftWheelTorque = inputTorque - (speedDiff * preLoadForce + lockingForce * throttleInput); //torque to right wheel rightWheelTorque = inputTorque + (speedDiff * preLoadForce + lockingForce * throttleInput); I'm putting throttle input in because from what I've read the amount of locking also depends on the amount of throttle input (harder throttle -> higher  torque input -> stronger locking). The model is nowhere near good, so please jump in and correct me.
Also I have a few questions:
- In torsen/geared LSD, is it correct that the diff actually never lock but only split torque based on bias ratio, which also based on speed difference between wheels? And does the bias only happen when the speed difference reaches the ratio (say 2:1 or 3:1) and below that it will act like an open diff, which basically like an open diff with an if statement to switch state?
- Is it correct that the amount of locking force in clutch LSD depends on amount of input torque? If so, what is the threshold of the input torque to "activate" the diff (start splitting torque)? How can I get the amount of torque bias ratio (in wheelTorque = inputTorque * biasRatio) based on the speed difference or rolling resistance at wheel?
- Is the speed at the input shaft of the diff always equals to the average speed of 2 wheels ie (left + right) / 2?
Please help me out with this. I haven't found any topic about this yet on gamedev, and this is my final piece of the puzzle. Thank you guys very very much.