• gLua->RunModule() no worky. Why.
    12 replies, posted
1. Make function 2. Break it 3. Don't fix it 4. ???? 5. Proft. [cpp] // C++ equivilent of 'require' virtual bool RunModule( const char* strName ) = 0; [/cpp] Why doesn't this work?
[QUOTE=Dave_Parker;27069393]Well that's great but we need more info. Post your module's source?[/QUOTE] In no situation does the function do anything. I challenge you to make that function work. Put a simple module in includes/modules/mymod.dll then gLua->RunModule("mymod") in your other dll. Won't load. No other module will load either. [editline]30th December 2010[/editline] I've also tried doing gLua->PushPath("includes/modules") and all other variations (lua/includes/modules and garrysmod/lua/includes/modules).
Well, it won't change a bit on the method being broken, but you could use gLua->RunString() to include a module as workaround.
Hrm. Fudge.
Well that's weird. I wonder if it's deprecated?
[QUOTE=amcwatters;27072575]Well that's weird. I wonder if it's deprecated?[/QUOTE] It should still work though, why would they actually CUT functionality like that? Unless they want to break peoples code.
It's probably strictly meant for internal GMod code only. For instance, I have stuff in my headers for my Lua manager that take care of gamemode loading, but it's only because I need those functions to be accessed by server.dll and server.dll. As a result, if the stuff is reverse engineered, or just plain exported, then you can mess around with it.
It only loads Lua modules, not binary modules.
[QUOTE=Chrisaster;27073446]It only loads Lua modules, not binary modules.[/QUOTE] Ah, thanks ************. Haha, wow you must've attained true infamy to be word filtered.
Don't you know? [url=http://goo.gl/hVJUQ]Chrisaster is awesome.[/url]
Yeah, no. Snip.
[QUOTE=amcwatters;27086127]Don't you know? [url=http://goo.gl/hVJUQ]Chrisaster is awesome.[/url][/QUOTE] Heh, yeah I know about all that.
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