How can I do this?FLOZi wrote:This sounds easier, if you mean e.g. 'Federation can build x,y,z from this factory' but 'Borg can build a,b,c'zalpha wrote:Or, alternatively, to change what a factory builds depending on who controls it?
Search found 23 matches
- 25 Apr 2013, 19:22
- Forum: Game Development
- Topic: Any way to get piece rotation outside unit script?
- Replies: 4
- Views: 1318
Re: Any way to get piece rotation outside unit script?
- 25 Apr 2013, 18:54
- Forum: Game Development
- Topic: Any way to get piece rotation outside unit script?
- Replies: 4
- Views: 1318
Any way to get piece rotation outside unit script?
I am trying to write a script that replaces a unit once destroyed with a visually identical unit controlled by another player. I would just use capture, but there are other scripts that are too difficult to stay consistent within the same unit script. (Building, etc.) That being said, is there any w...
- 22 Apr 2013, 23:23
- Forum: Game Development
- Topic: Off axis rotation
- Replies: 3
- Views: 1327
Re: Off axis rotation
How I fixed it: In the planet model, I have an empty piece named "control". The planet mesh is a child of this piece, and the four buildpoints for the orbitals are also children. I rotated the planet model to its correct orientation which did not effect the rest of the unit. In this way, I...
- 22 Apr 2013, 22:44
- Forum: Game Development
- Topic: Off axis rotation
- Replies: 3
- Views: 1327
Re: Off axis rotation
Rather than try to do three dimensional vector trig, I'm rebuilding the model so the planet has a control point and is rotated properly to begin with.
- 22 Apr 2013, 22:23
- Forum: Game Development
- Topic: Off axis rotation
- Replies: 3
- Views: 1327
Off axis rotation
Is it possible to execute a Spin off one of the three normal axes?
I have a planet that I want to rotate, but the poles are not quite on access, so it looks very strange rotating.
Or, is there a way to shift the local axes?
I have a planet that I want to rotate, but the poles are not quite on access, so it looks very strange rotating.
Or, is there a way to shift the local axes?
- 22 Apr 2013, 22:20
- Forum: Game Development
- Topic: Specified building location based on unit type/name
- Replies: 7
- Views: 1241
Re: Specified building location based on unit type/name
It all works now. Thanks!
- 21 Apr 2013, 13:43
- Forum: Map Creation
- Topic: Large map issues
- Replies: 12
- Views: 2885
Re: Large map issues
Well, here was my solution. I created a flat heightmap, and set the water level to be slightly higher. I set voidwater in the mapinfo. I created a skybox from Hubble's extreme deep field image (5kx40k pixels. That was fun to work with.) I created three sizes for each map: 12x12, 16x16, and 24x24. Th...
- 15 Apr 2013, 18:34
- Forum: Map Creation
- Topic: Large map issues
- Replies: 12
- Views: 2885
Large map issues
I've been working on a game that does not require map textures, only a metal map, used for procedural placement of neutral units (planets) against a starry skybox. My issue is that Mapconv seems to give out on larger maps (32x32 and bigger). Larger than 32x32, it just freaks out and claims that it i...
- 12 Apr 2013, 18:05
- Forum: Game Development
- Topic: Specified building location based on unit type/name
- Replies: 7
- Views: 1241
Re: Specified building location based on unit type/name
Got it halfway there. First unit works, then it locks up. I think it's an ID issue. EDIT: It is. The build location gets stuck at the location that the building was moved to. Trying to figure out how to reset it, maybe by checking if the location is blocked. Side note: Is there a way to disable a bu...
- 12 Apr 2013, 17:49
- Forum: Game Development
- Topic: Specified building location based on unit type/name
- Replies: 7
- Views: 1241
Re: Specified building location based on unit type/name
Been working with the code, but it seems to have a catch 22 of reporting nil until the build has started. By that time, build is where the build is.
- 11 Apr 2013, 22:22
- Forum: Game Development
- Topic: Specified building location based on unit type/name
- Replies: 7
- Views: 1241
Re: Specified building location based on unit type/name
knorke wrote:yes: http://springrts.com/phpbb/viewtopic.ph ... 15#p513523
May you succeed at everything you attempt.
- 11 Apr 2013, 21:56
- Forum: Game Development
- Topic: Specified building location based on unit type/name
- Replies: 7
- Views: 1241
Specified building location based on unit type/name
Is this possible? I have a builder, and I would like to be able to specify with Lua where (in terms of piece) specific units are built. I am using a planet as a basic builder, and want it to be able to build specific orbital items (including a builder for other units). I have empty pieces where thes...
- 08 Apr 2013, 04:36
- Forum: Game Development
- Topic: Airhoverfactor issues
- Replies: 7
- Views: 3174
Re: Airhoverfactor issues
I was able to get the large ships to not jiggle by setting the verticalSpeed to 0.0, but that smallest ship still bounces.
- 08 Apr 2013, 04:20
- Forum: Game Development
- Topic: Airhoverfactor issues
- Replies: 7
- Views: 3174
Airhoverfactor issues
Well, the game progresses, but the spacecraft seem to have an odd issue. I've been able to make them appear after being built, fly and bank as I want them to, but they seem to jiggle at a high rate of speed no matter what I do to fix the issue. I've set the airHoverFactor to 0, 1.0, 10.0, and I stil...
- 01 Apr 2013, 17:29
- Forum: Game Development
- Topic: Question about sides
- Replies: 3
- Views: 992
Question about sides
Can a unit/building have an undefined side?
I am working on a game that will have buildings that can be claimed scattered on the map, and was wondering if that is the way to do it, or if there is a better way?
I am working on a game that will have buildings that can be claimed scattered on the map, and was wondering if that is the way to do it, or if there is a better way?
- 22 Mar 2013, 08:51
- Forum: Game Development
- Topic: Help with Buildscript, pretty please?
- Replies: 3
- Views: 2080
Re: Help with Buildscript, pretty please?
Brilliant. Those were the issues, and now I can move on to more ships! Twelve ships in, sixty to go.
- 22 Mar 2013, 04:32
- Forum: Game Development
- Topic: Help with Buildscript, pretty please?
- Replies: 3
- Views: 2080
Help with Buildscript, pretty please?
I have banged my head on this one for a while I'm trying to get the "building" (planet) to build one type of unit (Crystalline Small Transport). Once I figure that out, I have eleven more Crystalline unites ready, and five additional sides ready to go before I do some serious coding. Howev...
- 20 Mar 2013, 05:16
- Forum: Art & Modelling
- Topic: Gimp Alpha inversion?
- Replies: 7
- Views: 8303
Re: Gimp Alpha inversion?
Without Gimp, simplest way to invert alpha channel is the free tool DXTBmp: in menu click Alpha -> Invert Alpha Excellent tool... only issue I am having is that after the transparency is inverted, it shifts about fifty pixels to the left for no apparent reason. EDIT: Poke poke prod slam. Got it. Wh...
- 20 Mar 2013, 03:17
- Forum: Art & Modelling
- Topic: Gimp Alpha inversion?
- Replies: 7
- Views: 8303
Re: Gimp Alpha inversion?
I've tried reversing the alpha channel in GIMP, no easy feat, but no go there, either. Layer -> Mask -> Add Layer Mask (check the Invert Mask option!) I only found this out by clicking around, not tried it for texturing yet. Without Gimp, simplest way to invert alpha channel is the free tool Thanks...
- 20 Mar 2013, 03:13
- Forum: Art & Modelling
- Topic: Gimp Alpha inversion?
- Replies: 7
- Views: 8303
Re: Gimp Alpha inversion?
Here are the gimp files, DDS, OBJ, and S3O.