Mod Question Repository... Questions come in, answers go out
Moderator: Moderators
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Mod Question Repository... Questions come in, answers go out
Okay. Here is a really ugly script that I am having issues with the weapon1 firing at all. I know it is the script because I have changed out weapons that I know work and it fails to fire. I have also replaced the aimweapon1 script with a bare minimum and it still fails to fire.
Any help bug fixing I would be most gracious!
http://pastebin.com/z0d9s4U2
Any help bug fixing I would be most gracious!
http://pastebin.com/z0d9s4U2
Re: Mod Question Repository... Questions come in, answers go out
If you've tried AimWeapon1(){return(1);}I have also replaced the aimweapon1 script with a bare minimum and it still fails to fire.
...then the problem is elsewhere. Are you using aiming cones, etc. that might be causing an issue?
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Mod Question Repository... Questions come in, answers go out
It is not the weapon's issue. I have weapons that work on the same unit, and other units running for the test. It is something in the script that doesn't let it aim.
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: Mod Question Repository... Questions come in, answers go out
Before addressing this one should probably know I have no programming background (besides perhaps my own brain
). And I'm trying to Lua script a unit by looking at examples and reading the wiki.
Question:
Can I show an animation of the unit dying or falling over after the call-in 'Killed' was called? I started like this:
function script.Killed(recentDamage, maxHealth)
StartThread( Diescript )
return 1
end
'Diescript' is ofcourse my animation of the unit falling to the ground. But calling 'Killed' makes the unit disappear (or be replaced with a corpse), and a disappeared unit cant show an animation. So how should/can this be done? I hope my question is not to ignorant to be taken seriously.

Question:
Can I show an animation of the unit dying or falling over after the call-in 'Killed' was called? I started like this:
function script.Killed(recentDamage, maxHealth)
StartThread( Diescript )
return 1
end
'Diescript' is ofcourse my animation of the unit falling to the ground. But calling 'Killed' makes the unit disappear (or be replaced with a corpse), and a disappeared unit cant show an animation. So how should/can this be done? I hope my question is not to ignorant to be taken seriously.
Re: Mod Question Repository... Questions come in, answers go out
The unit is removed when killed() returns. Do the animation in the same thread as that function (just call diescript() instead of running it in a new thread).
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: Mod Question Repository... Questions come in, answers go out
I see my mistake now. The way I wrote it the function is a thread, which makes it run parallel, which caused my problem. I should have written Diescript() where i put StartThread( Diescript )
I'm actually starting to get some of this stuff. Thanks Peet.
I'm actually starting to get some of this stuff. Thanks Peet.
Re: Mod Question Repository... Questions come in, answers go out
Is there a weapon tag to prevent explosions from damaging friendly units? I've tried CollideFriendly=0 but the quite-excessively-large area of effect is still damaging friendly units. Or will this have to be a Lua thing?
Re: Mod Question Repository... Questions come in, answers go out
Lua. Not too hard to do that one though, I believe that several games have a noselfpwn gadget kicking around that could easily be expanded to all friendlies. It'd be a good starter-project to learn Lua, really.PTSnoop wrote:Is there a weapon tag to prevent explosions from damaging friendly units? I've tried CollideFriendly=0 but the quite-excessively-large area of effect is still damaging friendly units. Or will this have to be a Lua thing?
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Mod Question Repository... Questions come in, answers go out
http://trac.caspring.org/browser/trunk/ ... lyfire.luaPTSnoop wrote:Is there a weapon tag to prevent explosions from damaging friendly units? I've tried CollideFriendly=0 but the quite-excessively-large area of effect is still damaging friendly units. Or will this have to be a Lua thing?
Re: Mod Question Repository... Questions come in, answers go out
I ended up messing around with CA's noselfpwn, but didn't get it working exactly how I wanted.
But the nofriendlyfire gadget (which I didn't notice for some reason) is working perfectly. And I learnt a bit of Lua in the process! Thanks guys.
But the nofriendlyfire gadget (which I didn't notice for some reason) is working perfectly. And I learnt a bit of Lua in the process! Thanks guys.
Re: Mod Question Repository... Questions come in, answers go out
Is a feature that is not selectable still reclaimable if it has an autoreclaimable=1 and a reclaimable=1 tag?
Re: Mod Question Repository... Questions come in, answers go out
yup, try a area reclaim next to it.Beherith wrote:Is a feature that is not selectable still reclaimable if it has an autoreclaimable=1 and a reclaimable=1 tag?
Re: Mod Question Repository... Questions come in, answers go out
Is it possible to give a build command to a gaia factory?
(I couldn't find a build command to use it for Spring.Give Order() )
(I couldn't find a build command to use it for Spring.Give Order() )
Re: Mod Question Repository... Questions come in, answers go out
Factories have two queues, one build queue and one rally queue (the orders that go to units built by it), check the wiki page on the CMDs, I think it's described there.
Re: Mod Question Repository... Questions come in, answers go out
Sorry but I don't get it. In the wiki (http://springrts.com/wiki/Lua_CMDs) there is this example:
Spring.GiveOrderToUnit(unitID,
CMD.INSERT,
{-1,CMD.ATTACK,CMD.OPT_SHIFT,unitID2},
{"alt"}
);
Because I have to use the build queue of my factory I have to use "CMD.OPT_CONTROL" instead of "CMD.OPT_SHIFT" (as the wiki says "options.CONTROL -> use the build queue for factories"). But what have I to use insead of CMD.ATTACK? Cause there is no command like "CMD.BUILD"?
If I wouldn't use "CMD.OPT_CONTROL" would this command go to the queue of the unit which is built by my factory, right?
Spring.GiveOrderToUnit(unitID,
CMD.INSERT,
{-1,CMD.ATTACK,CMD.OPT_SHIFT,unitID2},
{"alt"}
);
Because I have to use the build queue of my factory I have to use "CMD.OPT_CONTROL" instead of "CMD.OPT_SHIFT" (as the wiki says "options.CONTROL -> use the build queue for factories"). But what have I to use insead of CMD.ATTACK? Cause there is no command like "CMD.BUILD"?
If I wouldn't use "CMD.OPT_CONTROL" would this command go to the queue of the unit which is built by my factory, right?
-
- Posts: 834
- Joined: 19 May 2009, 21:10
Re: Mod Question Repository... Questions come in, answers go out
For build commands the negative unitdefid is used.thedude wrote:But what have I to use insead of CMD.ATTACK? Cause there is no command like "CMD.BUILD"?
Re: Mod Question Repository... Questions come in, answers go out
The goog thing is I don't get errors but the factory still does not build the unit.
What I use:
Spring.GiveOrderToUnit(factoryID, CMD.INSERT,{-1,-unitdefid,CMD.OPT_CONTROL},{});
The "-1" puts my command at the end of the build queue. What have I to use to put the command on the first position ("0" or "1") ?
What I use:
Spring.GiveOrderToUnit(factoryID, CMD.INSERT,{-1,-unitdefid,CMD.OPT_CONTROL},{});
The "-1" puts my command at the end of the build queue. What have I to use to put the command on the first position ("0" or "1") ?
Re: Mod Question Repository... Questions come in, answers go out
I think you have to put the CMD.OPT_CONTROL into the CMD.INSERT too.
Re: Mod Question Repository... Questions come in, answers go out
Nope,
Spring.GiveOrderToUnit(factoryID, CMD.INSERT,{-1,-unitdefid,CMD.OPT_CONTROL},{CMD.OPT_CONTROL});
doesn't work for me.
After trying a whole week to make the command work I feel like I already tried all possibilities. (But not the right one)
Spring.GiveOrderToUnit(factoryID, CMD.INSERT,{-1,-unitdefid,CMD.OPT_CONTROL},{CMD.OPT_CONTROL});
doesn't work for me.
After trying a whole week to make the command work I feel like I already tried all possibilities. (But not the right one)
Re: Mod Question Repository... Questions come in, answers go out
The command to build a Peewee has the ID -(peewee ID)
So if the peewee unitdef is 46, the command ID is -46
So if the peewee unitdef is 46, the command ID is -46