local tArgs = {...}
if not tArgs[1] then
print("Usage: request <item name> <amount>")
return
end
local currentPOS = {gps.locate()}
local im = peripheral.wrap("left")
local all_items = {
diamond = { -300, 64, -190, 1 },
cobble = { -300, 65, -190, 1 },
...
brass = { -299, 66, -189, 0 },
copper = { -299, 67, -189, 0 },
}
shell.run("goto", unpack(all_items[tArgs[1]]))
im.suck(0, tArgs[2])
shell.run("goto", unpack(currentPOS))
How to call a table using a command line argument in lua
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11-04-2022 - |
문제
I am trying to make a program that can run a program with certain conditions. Basically, I am using ComputerCraft with Minecraft and a turtle to retrieve items then go back to where it started. I stored all the coordinates inside tables individually as you can see in the code. But every time I run it, it does not work, since the usage for the goto program is incorrect. What happens is the tables with the coordinates are not getting called correctly, and I am not sure how to do so. The usage for the goto command is as follows: goto <x> <y> <z> [f]
. X, Y and Z are the coordinates and f is the direction. Here's a pastebin to the code: http://pastebin.com/i73w0S1m
해결책
다른 팁
ok so do it like this this would work for me =) well, i duno about the processer code but i just fixed the usage code =)
local tArgs = {...}
function usage()
print("Usage: request <item name> <amount>")
return
end
if #tArgs < 1 then
usage()
else
if #tArgs > 2 then
usage()
else
local currentPOS = {gps.locate()}
local im = peripheral.wrap("left")
local all_items = {
diamond = { -300, 64, -190, 1 },
cobble = { -300, 65, -190, 1 },
...
brass = { -299, 66, -189, 0 },
copper = { -299, 67, -189, 0 },
}
shell.run("goto", unpack(all_items[tArgs[1]]))
im.suck(0, tArgs[2])
shell.run("goto", unpack(currentPOS))
end
end
There you go hope it works =D XD Srry i accidentally edited Egor Skriptunoff code XD