

Since Lua syntax is so loose and the way it handles variables is so strange (I'm used to "an integer is an integer, the program won't even try to put a string in there" and "put a semicolon between statements" type languages) Since that did NOT appear to be the problem, it is, indeed, unnecessary to assign it to a variable. Local x,y = string.match(loc,"(%d),(%d)")Īctually, I only did that to see if, for some reason, Lua didn't let you use the arguments directly. Also, if you want to use a method on a string object like you are with str.match, I believe it needs to be of the form str:match. You're unnecessarily assigned the argument to the slash command to a variable.
#WOW TEST PING CONSOLE MANUAL#
If I read my Lua manual correctly, this should search the string named 'str' for two numbers, separated by a comma, and assign them to X and Y respectively.Īnyone here a proficient Lua programmer who can tell me exactly what's going wrong here? This is just about the simplest function I can imagine to test pinging the minimap, and it's just not cooperating. So I can see that it's locking up on the assignment: I put the chat message commands in there to try to figure out where it was locking up, as I SHOULD have gotten: If I type:Īnd doesn't ping the map, and (as I said) the chat window will still have "/ping #,#" in it. However, I can't get the darn thing to load the X,Y values correctly.

I KNEW it had to be something incredibly simple.now it responds to the command, but locks up the chat window (the "/ping #,#" slash command stays on the typing line) with the following code:

Ok.Pretty much found out what was wrong.there was a typo in the TOC file.instead of trying to load "a" it was trying to load "o"
