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by Automatics
08 Sep 2013, 01:36
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

Sorry for double posting/bumping so far, but I never fixed the issue. I went around fixing errors, so the infolog should be easier to navigate. :? Anyway, so the locator doesn't move to the coordinates I set for it to move to when it goes into proximity. It's still the same issue, so if this explana...
by Automatics
03 Aug 2013, 05:43
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

No, that's disabled by default anyway. I pulled it out, but it wasn't really doing much. I'm assuming the issue is that the locator isn't getting the move command for some reason, but I don't understand why. Did I just put the move command in the wrong function or something?
by Automatics
03 Aug 2013, 02:06
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

I don't think I see anything about recursion, but I don't even think the lua script reports an error. Infolog here: http://pastebin.com/0gH43efz
(Parsing errors are from missing files, sorry if they're annoying)
by Automatics
30 Jul 2013, 10:05
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

Sorry for double posting, but I believe I changed everything you guys suggested, but it still doesn't seem to be moving to the metal spot after it finds one, but it does give off echos.

Changed code is here: http://pastebin.com/6RdSCzwF

Help is appreciated.
by Automatics
25 Jul 2013, 17:41
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

Hmm, still doesn't get it to interrupt the command and then move.
by Automatics
25 Jul 2013, 17:01
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

Oh, okay. Well, now everything works except for SetUnitMoveGoal. Any help?
by Automatics
25 Jul 2013, 16:14
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

Oh, right. I missed that. :p

But now it just gives this:
[f=0000000] Error: Failed to load: locatecmd.lua ([string "LuaRules/Gadgets/locatecmd.lua"]:125: '=' expected near '==')

http://pastebin.com/2CeAgybX

What did I do this time? :?
by Automatics
25 Jul 2013, 07:52
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

But wouldn't setting activeLocators to nil mess it up for other locators? Also, I'm guessing I should set a variable to true if the deposit is in range like so: if math.abs(metalx - locatorPosX)<=200 and math.abs(metalz - locatorPosZ)<=200 then Spring.Echo("The Locator is within range of a mine...
by Automatics
24 Jul 2013, 16:04
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

Right, my apologies for not explaining what I'm trying to do. I'm trying to do exactly that, but also make the locator unit move to the deposit if it locates one. When it goes inside of my set range for distance checking, it constantly reports with the echos that I set, but I just need to get it to ...
by Automatics
24 Jul 2013, 03:57
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

Well others had told me to change my code when I had used if statements. I'd have to just put the gameframe function inside of commandfallback and that would be a conditional in itself because the conditional should make gameframe start when commandfallback does, but I had been told, on the moddev c...
by Automatics
23 Jul 2013, 23:43
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Re: Controlling when gameframe initiates

Well then how do I do checks during the command instead of all the time? I don't want it to constantly check when the command isn't on.

Do you suggest I use something else?
by Automatics
23 Jul 2013, 23:04
Forum: Game Development
Topic: Controlling when gameframe initiates
Replies: 25
Views: 3622

Controlling when gameframe initiates

So I'm trying to make the gameframe function in this code run when the command is called, or when commandfallback is initiated, but the last time I tried to do this I had issues. Could I get some help with how I should make gameframe start when I give the command? Code is here: http://pastebin.com/7...
by Automatics
13 Apr 2013, 22:20
Forum: Game Development
Topic: Issue With Ordering a Command
Replies: 4
Views: 1071

Re: Issue With Ordering a Command

Because it's not only supposed to be a move cmd. So on line 76 here: http://pastebin.com/Jte6F8Rq , I'm trying to check if the unit given a command is a specified unit (locator), but it seems I'm not finding the correct unitID if I am finding one at all. Anybody know what I'm doing wrong? I at least...
by Automatics
07 Apr 2013, 00:36
Forum: Game Development
Topic: Issue With Ordering a Command
Replies: 4
Views: 1071

Issue With Ordering a Command

I've been working on a custom command for the "locator" unit in my game. What I'm trying to do right now is make it act as the move command. (Head to the coords of the map I click on.) What I'm confused about is that whenever I call the command, this happens. The unit walks to the same exa...
by Automatics
25 Jun 2012, 21:12
Forum: Map Creation
Topic: And you said spring is ugly?
Replies: 69
Views: 18374

Re: And you said spring is ugly?

Anyone know where I can get jk's unitshader framework?

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