Search found 15 matches
- 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...
- 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?
- 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)
(Parsing errors are from missing files, sorry if they're annoying)
- 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.
Changed code is here: http://pastebin.com/6RdSCzwF
Help is appreciated.
- 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.
- 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?
- 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?
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?

- 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...
- 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 ...
- 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...
- 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?
Do you suggest I use something else?
- 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...
- 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...
- 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...
- 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?