View topic - Spring version of Anteer Strait



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PostPosted: 31 May 2011, 16:13 
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Quote:
1) meteors seem to always spawn at ground height, or a bit below even.
thats how spring works, cant create units in air.
gadget works around it with Spring.MoveCtrl.SetPosition (meteorID, mx, h,mz)

Easier then the scanning for customtag is to define the meteor units directly, at top ie:

local meteorDefName = "bmeteor_big", "bmeteor", "arm_commander"}

Quote:
Can there be some other file that prevents this files bmeteor.lua (and a copy cmeteor.lua) to be scanned? I know it sounds really weird.
goes the unit work with /give ?


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PostPosted: 31 May 2011, 17:19 
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No, it doesn't find it with give, and if I add it manually with the quotation marks as "cmeteor", then the createunit function will fail.
Code:
RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/spaceparticles.lua"]:158: CreateUnit(): bad unitDef name: cmeteor


But interestingly enough, this causes the meteors to spawn from correct altitude, but if i remove that tag (and the error in luarules), then they will spawn at ground level, and it seems that Spring.MoveCtrl.SetPosition (meteorID,mx,mh,mz) doesn't help.

Here's the map btw:


Attachments:
Anteerstraitrc049.sd7 [3.58 MiB]
Downloaded 15 times
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PostPosted: 31 May 2011, 18:24 
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Quote:
No, it doesn't find it with give, and if I add it manually with the quotation marks as "cmeteor", then the createunit function will fail.
if the unit does not work with /give, it basically does not exist.
Spring might have failed loading the unit because of a missing { or ,
Is there nothing in infolog about cmeteor?
like ERROR: cmeteor expected } to close bla at line blub?


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PostPosted: 31 May 2011, 19:32 
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Quote:
thats how spring works, cant create units in air.


I think you refer to this:

http://springrts.com/mantis/view.php?id=2187

Which is fixed, at least in master. (But hey that's not so useful here if it is not yet released, not sure off the top of my head ;) )


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PostPosted: 01 Jun 2011, 15:16 
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It works now if you use SetUnitPosition instead of Ctrl.MoveUnit.

I'm working on a way to let meteors spawn xta aids units, and giving them to the closest player, that way, this map may become less porcy (because it gives incentive to control territory).

Currently I can only use some 3d objects, if I try to use those from CT or from springfeatures, the game will crash. Is there some lua file that's needed in order to use newer models?

As reference for other devnoobs, in order to enable lua formed unit scripts, you must create a file in Luarules called "unit_script.lua" with the following content "return include("LuaGadgets/Gadgets/unit_script.lua")"


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PostPosted: 01 Jun 2011, 20:41 
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Quote:
Currently I can only use some 3d objects, if I try to use those from CT or from springfeatures, the game will crash. Is there some lua file that's needed in order to use newer models?
no lua needed for 3d objects. did you also copy the texture?


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PostPosted: 10 Jun 2011, 21:18 
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Here's an almost final version. It has to be played a bit now to see if it's balanced. Then I'll upload it to springfiles.

Edit: here's the final version: http://springfiles.com/spring/spring-maps/anteer-strait

Tested with XTA 9.66, BA 7.31, BOTA and SA.


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PostPosted: 15 Jun 2011, 15:00 
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Here's how it works: if you get one these alien kbot lures on your team, further aliens are more likely to join you. And some of these aliens are quite strong, especially if you play with the xta mod (it has a lot of lol-units).
Image


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PostPosted: 15 Jun 2011, 15:17 
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aliens are attracted to leaking microwave ovens?
will have to try that map sometime.


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PostPosted: 15 Jun 2011, 15:26 
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Yes, there is a 75% chance they join the nearest lure owner, and 25 % chance they just join the nearest unit.

But it takes about 30 mins before the aliens are really worth anything (depends on the number of meteors that fall)..


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PostPosted: 15 Jun 2011, 15:42 
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btw this:
Code:
local joinDistance = 1000
if not Spring.GetMapOptions().joindist == nil then joinDistance = Spring.GetMapOptions().joindist end
can be written as:
Code:
local joinDistance = Spring.GetMapOptions().joindist or 1000

Did not test but I think the spawnedframe thing to stop "lost" meteors after /luarules reload is not reliable in all situations.
The reason why they fly on, is that the content of the meteors table is of course lost on lua reload.
So on reload the gadget, you would have to to refill it.
In ct harvesting there is basically the same for miners and dropoffs:
Code:
function gadget:Initialize()
        make_miner_table()


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PostPosted: 15 Jun 2011, 16:40 
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Ok yeah, thanks, I'm not really familiar with lua (I only have a course in Java). So my code is quite ugly, but instead I have tested it a lot. And I wanted to be sure to avoid errors, since I didnt find any error handler class or similar.

I tested the lost meteor handling a lot, and I didnt find any errors. Of course I didn't reload luarules a lot, for me a luarules /reload didn't reload the gadget, so I didn't work that way. There is one other check I added and that's when the function spawns meteors outside the map, then they will not have a x-component and the getgroundheight will fail.


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PostPosted: 18 Jun 2011, 04:00 
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My models are not leaking microwaves!~


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PostPosted: 20 Jun 2011, 12:14 
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Nope, they are some kind of portals I assume. I didn't see them have any function after spawned, so that's why I added that extra use of them, because their effect is very nice.


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PostPosted: 02 Jan 2012, 18:27 
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New version released, called Anteer Strait 2.

I redesigned the whole terrain with Carrara, fixed many bugs and made a basic AI for handling the aliens.

I don't experience any lag with this map, but I don't have the right hardware to test it either, so I would be happy if people could report how this map behaves on their hardware.

Screenshots:

Image

Image

Oh, by the way. The map is now ssmf in the sense that it has a specular map. I didn't see the value of adding splats when there are just two terrain types: water and ice.

Map will soon be available here:

http://springfiles.com/spring/spring-maps/anteer-strait


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PostPosted: 02 Jan 2012, 18:32 
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Hmmm, should I replace that file in springfiles, or should I create a new file called anteer-strait-2?


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PostPosted: 02 Jan 2012, 18:43 
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if you replace it on sf, the old version will no longer be downloadable from there.
It does not get deleted though, but there simply is no link.
Lobbies can also still download the old version and !maplink will also give a working link.
So replace it.


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PostPosted: 03 Jan 2012, 07:06 
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Ooh :-) I played your old version of Anteer Strait, and liked it a lot. The trouble was that the spawning didn't really work as it was supposed to (I assume it was an engine version compatibility thing).


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PostPosted: 03 Jan 2012, 07:52 
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Cool, I had no idea that people actually played this (or any other seamaps for that matter, sea balance can be quite off in some mods).

What didn't work? The spawning of the meteors? Or the aliens that come from them?


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PostPosted: 03 Jan 2012, 08:04 
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Sea maps can be highly entertaining, especially those that are as cruel as this one. There's almost no metal (too much metal is my map pet peeve), and then you get pelted with meteors.

It was the aliens. They never seemed to actually shoot at players or be allied to players. My units would just attack them obsessively, even though they weren't a threat. Anyway, I'll see how this new one works.


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