Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
It says in the Doc that this: Spring.SetUnitNoDraw(buildID,true)
only workx for gadets, but it worx for deactivating of the visibility of a unity in a unitscript. Is there a way for turing it back on, without a gadget?
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
Oh, i get it, its spring speak... the mods are games, the scripts are gadgets, the maps are scripts, a tool is a map...
man, i m in the third rewrite of this thing.. something always does it wrong... the momentum added looks shit(giving the rope a live on its own)... im got to rewrite function that calculates the impact by heading... and all that just for grafix.. hanging in the ropes.. will post a vid tomorrow.. good night
But i promised the ropes, i raised the hopes... now i got to deliver. Bound by words.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
Very Tired. Was Workin again off-project for game for university, for Hexversion and assembler-stuff.
The ropealgo had a flaw, which i was shown today by my nice math prof. Guy is freaking brilliant. Stands there for 2 sec. Yeah, well, that is wrong, and yeah, it was spot on.
Will do some testing tomorrow. Will go to be now.
jumpPit: The more you work the less you sleep, the more bugs you introduce, the more bugs there are the more you work jmp jumpPit
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
yeah, the rope works, it was the wind after all. Delivering zeros and (my mistake) negative values into a squareroot. I still chockes sometime (the trooper moves a little out of sync.
Tomorrow, after some other work, i start with something simple. Im taking the simplistic piece i can get. The Fence.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
went through the /give list trying out units faster than yomomma munching popcorn. gotta see them all. Nice animations on some, the groundhumping infantry was pro.
One unit was invisible (victory statue iirc) Some spam errors, but I guess you are aware of those. Oh, you do know that in notepad++ you can indent multiple lines at once? Select lines, press tab. shift+tab indents "backwards." So if you have one (haha) file where formating is totally fucked, ctrl+a, shift+tab until everything is hard left. Then start fixing from there. Dunno what you tried with modrules.lua but its on wiki: http://springrts.com/wiki/Modrules.lua
Imo good that you have weapons in weapons-folder instead of in unitdefs. (I failed to do that right from start and now too late to fix)
You only have 1 feature atm, so try to make that one def as good as possible so you can use it as base for c&p. Before you start making copies of the current one which would later be annoying. eg remove hitdensity, move object= to top (so its easier to find), add all the usually needed tags like metal,energy,mass.
Quote:
onlyTargetCategory = [[LAND]],[[AIR]]
Not sure if that works, I think it will only use LAND in that example. Do = [[LAND AIR]] If you havent already, make a list what categories you want to use and how to name them.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
strange statue always worked for me.. you sure, you just didnt wait long enough.. one grows out of ground. Other one gets teleported in, both procedures take time.
Also deliver the infolog to the sawmill :D
im not so happy with my weaponsfolder... decided on naming conventions to late.
did you check out the fence?
dunno about indenting, im happy with it... stuff pushed to the right is actually intentional. Would be functions if MEnotsolazy.jpg
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
just thinking... when did i recive my last, non-big-upload-protection cookie?Must have been a while, barely remember the taste..
Played my own mod today. Rai got itself some zombies, and so i spend a hour watching them toast and chop themselves a way through the ewalls. Could be worser. Razor volunteered to fix some sounds for me, which is awesome.
You were due to recieve a bonus cookie shipment tomorrow but after that 2MB thing... ( always use jpeg instead of png if your trying to show a screenshot or photo unless you need pixel perfect precision to convey the point )
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
Well, i did some changes: Added some stuff.
ConAir doesent bump up&down anymore. Heres the todo: [x] rope //done finally, also the conair doesent bump up and down anymore //balanced the conair for lower hitpoints. Otherwise its able to build to much to fast.
[] [ZombieAI+ headcrabs]Java //still not even wip. But with RAI and the journeys able to build zombies, you can allready have a sort of chicken.
//That should be a easy one. [x] ExplosionBug (+LongRange) //Completed this today. Now i need snipers, or those guys chop bases away like sugar in the sun. http://youtu.be/yFqj0l88Ys4
//New Units to add in order [0]Shockwave-Tank] //Stuns Building [1]ConTrain //Con Vehicle, will be difficult to animate, as it only Turns in Place, and has anyone ever done a train before in spring country? [2]Charger /**Charges the electric Fence. And gets you in trouble if he doesent. Super Base Defense, i trusted in you to be deadly. How can you do this to me? */ [3]Beherith //Stomps everything to death that gets in his path. Amphibic transport, the journeys equivalent to the Opera.
[X]OperaTransport // Nearly done. Razorblade did a awesome job on the Towers, just needs the transportcrane to get working.
Also wrote a A* Pacman. :D But implementation of the Algo by me was so noobish its taking more performance then just a simple recursive check_all_the_nodes.
Hope to release again this week. Thanks goes out to all the alpha testers. I m gratefull for your looking into my work, although its still more hardship than fun. Special thanks goes to knorke, razorblade, and the devs.
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