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Require() in Lua with commandArray

Posted: Friday 26 August 2016 14:48
by DanM
Hi,

I've read a few posts on how to do a require() in lua and I think I have the basics. I'm unclear however how to handle it if the function I would like to load adds to my command array. By way of example I have the following two functions in my motion scripts. Once called set next, and one called scene_on_off (the substance of these can largely be ignored, the issue is that they both add to the command array). How could I move scene_on_off into a different lua file?

Code: Select all

 function set_next(room_name,active_scene, room_countdown,countdown)
 
 
if otherdevices['$' .. room_name .. " Active"] == 'Off' then
	
	--turn on the light
	 scene_on_off(room_name, active_scene, 'On')
	 
	-- set the scene name	
	scene_name = "Scene:" .. room_name .. " Lights " .. active_scene
	print('script_device_MotionTriggered: ' .. room_name .. '- activing ' .. scene_name)

	 --reset the countdown
	if ( uservariables[room_countdown] > countdown) then
		commandArray['Variable:'.. room_countdown]= tostring(countdown)
	end
else
	print('script_device_MotionTriggered: '  .. room_name ..  ' - ' .. active_scene .. ' already active')			  
end

end

Code: Select all

function scene_on_off (room_name, active_scene, on_off)

		commandArray["Scene:" .. room_name .. " Lights " .. active_scene]= on_off

end
Is it as simple as having the sub function not return anything but instead generate its own commandArray?

Thanks