Search found 80 matches
- 19 May 2016, 10:20
- Forum: Off Topic Discussion
- Topic: Sandbox in which to play Spring in real life
- Replies: 1
- Views: 1274
Sandbox in which to play Spring in real life
Some genius combined a sandbox, a sensor, and a digital projector to create real time terrain shading. It even does water if you dig down below zero. http://imgur.com/gallery/9TQnT
- 25 Apr 2015, 17:31
- Forum: Lua Scripts
- Topic: widget area select?
- Replies: 13
- Views: 2526
Re: widget area select?
I'm currently working on a rewrite/fork of the old central-build-AI widget, and one of the features that I want to add is an area-select tool for bulk removing jobs. Old? (checks forums) I guess 2009 is pretty old now. It seems like just yesterday. Central Build AI was my first and only major Lua p...
- 10 Jul 2013, 23:11
- Forum: Help & Bugs
- Topic: Mouse 5 Crashes Game
- Replies: 7
- Views: 3427
Re: Mouse 5 Crashes Game
I had the same problem with XTA 9.728 and turning off the widget fixed it for me.NoobFish wrote:i had the same Problem. While Pressing Ctrl + MouseB 5 the Game would crash. Turning off the "BA Waypoint Dragger" widged solved the Problem for me.
- 07 Sep 2012, 03:53
- Forum: Map Releases
- Topic: Old map revised: .┬À┬┤┬»`┬À-> Mars V1 <-┬À┬┤┬»`┬À.
- Replies: 17
- Views: 3991
Re: Old map revised: .┬À┬┤┬»`┬À-> Mars V1 <-┬À┬┤┬»`┬À.
Just FYI, this map stopped working for me with SpringLobby some time back. It would no longer show up in the list of maps. I got it to work again by deleting the file mapinfo.lua from Mars_V1.sd7 using 7zip.
- 07 Nov 2011, 13:34
- Forum: Help & Bugs
- Topic: What does "cb" mean? How to get rid of this?
- Replies: 3
- Views: 1069
Re: What does "cb" mean? How to get rid of this?
That certainly sounds like my Central Build Lua widget, a replacement for the old Central Build Helper AI. At least one version uses control group Q to match the old Helper. You can disable it with F11 if you aren't using it, or edit the Lua to use a different group. http://springrts.com/phpbb/viewt...
- 17 May 2011, 03:15
- Forum: Lua Scripts
- Topic: detecting metal spots
- Replies: 22
- Views: 3937
Re: detecting metal spots
Somewhere around here I've got a Lua script that marks metal spots. From what I remember, it first scans the map to get an idea of the "average" metal content, then uses that value to find areas of higher than average metal. It starts with a fairly fine scan grid, but switches to bigger st...
- 28 Jan 2011, 03:47
- Forum: Lua Scripts
- Topic: Central Build AI as lua widget!
- Replies: 80
- Views: 13811
Re: Central Build AI as lua widget!
Sorry, but I haven't been keeping this updated. I haven't played a real game with Spring in ages. I've just had too many other things taking up my time. I released it as public domain or GPL, I forget which, so whoever wants to take my work and improve upon it is welcome.
- 06 Jan 2011, 00:10
- Forum: XTA
- Topic: Nano distance
- Replies: 2
- Views: 1503
Re: Nano distance
Oh, good. I thought I was the only one who had that problem. Makes nano towers pretty much useless for the moment.
- 28 Sep 2010, 22:11
- Forum: Off Topic Discussion
- Topic: Minecraft free for a weekend
- Replies: 57
- Views: 5595
Re: Minecraft free for a weekend
This game is entirely too addictive. And scary, too.
- 13 May 2010, 23:03
- Forum: XTA
- Topic: Thank you Raar and Braindamage and Deadnight Warrior
- Replies: 45
- Views: 10050
Re: Thank you Raar and Braindamage and Deadnight Warrior
If anybody other than me is interested, fix a couple of minor sound issues as outlined in this post . To summarize: In 9.6, Arm Pacifist uses Core kbot sounds, which could be corrected to use Arm kbot sounds. Aside from that, the Core Commander uses the same "under attack" warning sound th...
- 13 May 2010, 22:06
- Forum: Game Development
- Topic: Super cool idea
- Replies: 35
- Views: 5827
Re: Super cool idea
The infolog is your friend. It's hard to debug Lua without it. The important line from the infolog is this one: Failed to load: spacerock.lua ([string "LuaRules/Gadgets/spacerock.lua"]:24: ')' expected (to close '(' at line 23) near 'end') This tells us to look around lines 23 or 24 for a ...
- 01 May 2010, 18:09
- Forum: Lua Scripts
- Topic: Simple "Can get there from here" function
- Replies: 4
- Views: 1663
Re: Simple "Can get there from here" function
Path:GetEstimatedPath ( ) -> nil | { [1] = { x,y,z }, ... },{ [1] = startIdxOfDetailedPath, [2] = startIdxOfDetailedEstimatedPath1, [3] = startIdxOfDetailedEstimatedPath2, } GetEstimatedPath() returns 2 tables: 1 table with the waypoints and 1 table with 3 indices (in the waypoint table) when a new...
- 30 Apr 2010, 23:33
- Forum: Lua Scripts
- Topic: Simple "Can get there from here" function
- Replies: 4
- Views: 1663
Re: Simple "Can get there from here" function
Tada! http://springrts.com/wiki/Lua_PathFinder I'm aware of that page and have already corrected a couple of minor mistakes on it (a couple more to go). If that page has all the information I'm supposed to need, then I need a remedial class or something. I've learned more from my own experimentatio...
- 30 Apr 2010, 18:09
- Forum: Lua Scripts
- Topic: Simple "Can get there from here" function
- Replies: 4
- Views: 1663
Simple "Can get there from here" function
Can Unit X get from Point A to Point B? Or, at least, close enough to Point B to accomplish its assigned task? If there was a function to easily determine that, my Central Build AI wouldn't try to send construction vehicles off to build on distant islands, or construction subs to build far inland. I...
- 29 Apr 2010, 00:52
- Forum: Balanced Annihilation
- Topic: Req: Decaying units
- Replies: 12
- Views: 2641
Re: Req: Decaying units
In XTA 9.6, the Arm Retaliator (Nuclear Missile Launcher) damages itself and nearby units with every launch.
- 09 Apr 2010, 20:47
- Forum: XTA
- Topic: Input for next xta version (non-balance issues)
- Replies: 28
- Views: 7354
Re: Input for next xta version (non-balance issues)
Is that an xtaid unit? Don't know it. I thought it was standard, but apparently it's in the "Xtaids" Unit Pack. I always play with that enabled. 415 paci Pacifist - Paralysis Kbot, built by the Arm Kbot Lab. It has a beam weapon called the ARM_Parlay (sic) which paralyzes units. The paral...
- 09 Apr 2010, 20:28
- Forum: XTA
- Topic: Input for next xta version (non-balance issues)
- Replies: 28
- Views: 7354
Re: Input for next xta version (non-balance issues)
Maybe I'm crazy, but when most Arm units are attacked, I hear Sounds/WARNING1.WAV, but when the Arm Commander and Pacifist are attacked, I hear Sounds/WARNING2.WAV. Edit: Found gamedata/sounds.tdf which says that most Arm units have underattack=warning1; with the Arm Commander being an exception. Al...
- 09 Apr 2010, 19:54
- Forum: XTA
- Topic: Input for next xta version (non-balance issues)
- Replies: 28
- Views: 7354
Re: Input for next xta version (non-balance issues)
The commander under attack sound is shared by the Arm Pacifist, I think.Jools wrote:Is the warning sound when commander under attack not same as for other units? At least I think this, as I have often lost commander when idle and not bothered to follow up on warning.
- 09 Apr 2010, 15:09
- Forum: Lua Scripts
- Topic: TestBuildOrder
- Replies: 8
- Views: 1236
Re: TestBuildOrder
Competition eh? Maybe. Right now my Lua AI is just in the playing around stage. It's more a stub that builds stuff and turns it over to the half a dozen or so Helper AIs that I use when I play anyway (auto skirmish, auto harass, auto retreat, auto commander d-gun/capture/reclaim, modified factory g...
- 07 Apr 2010, 02:37
- Forum: Lua Scripts
- Topic: TestBuildOrder
- Replies: 8
- Views: 1236
Re: TestBuildOrder
Actually, it was playing around with Shard that inspired me to start working on the old Lua scripts again.