I'm pretty sure SendToUnsynced can't take tables for an argument either.Google_Frog wrote: Your best bet at the moment could be to do gadgetHandler:AddSyncAction in the unsynced part of a gadget and then Script.LuaUI.YourWidgetFunction to send it to luaUI. There are a few examples of this spread around ZK.
Search found 285 matches
- 10 Apr 2014, 09:34
- Forum: Lua Scripts
- Topic: Set[Game/Team/Unit]RulesParam should allow Tables.
- Replies: 12
- Views: 2008
Re: Set[Game/Team/Unit]RulesParam should allow Tables.
- 08 Apr 2014, 22:50
- Forum: Lua Scripts
- Topic: Set[Game/Team/Unit]RulesParam should allow Tables.
- Replies: 12
- Views: 2008
Re: Set[Game/Team/Unit]RulesParam should allow Tables.
You mean converting the table into a megalong string?
Should work, not sure about how efficient string operations are in lua compared to tables.
Should work, not sure about how efficient string operations are in lua compared to tables.
- 08 Apr 2014, 19:53
- Forum: Lua Scripts
- Topic: Set[Game/Team/Unit]RulesParam should allow Tables.
- Replies: 12
- Views: 2008
Set[Game/Team/Unit]RulesParam should allow Tables.
Having the option to have tables for these parameters would be absolutely awesome sauce.
Example: Imbue a unit/team with lots of custom data that can be read and displayed by the UI (obeying vision limitations).
Not sure about the difficulty of implementing this tough.
Example: Imbue a unit/team with lots of custom data that can be read and displayed by the UI (obeying vision limitations).
Not sure about the difficulty of implementing this tough.
- 30 Mar 2014, 16:35
- Forum: Game Development
- Topic: Spring.GetProjectileDirection does not exist
- Replies: 3
- Views: 1222
Re: Spring.GetProjectileDirection does not exist
Synced Gadget
Edit: I found taking Spring.GetProjectileVelocity(proID) and normalizing the result works just fine.
Edit: I found taking Spring.GetProjectileVelocity(proID) and normalizing the result works just fine.
- 30 Mar 2014, 16:19
- Forum: Game Development
- Topic: Spring.GetProjectileDirection does not exist
- Replies: 3
- Views: 1222
Spring.GetProjectileDirection does not exist
Spring.GetProjectileDirection doesn't seem to exist (using Spring 96) http://springrts.com/wiki/Lua_SyncedRead says: Spring.GetProjectileDirection New in version 95.0 ( number projectileID ) -> nil | number dir.x, number dir.y, number dir.z however using it yields: "attempt to call field 'GetPr...
- 17 Mar 2013, 15:08
- Forum: Game Development
- Topic: Units not resuming orders after beeing movecontrolled
- Replies: 4
- Views: 1082
Re: Units not resuming orders after beeing movecontrolled
Thanks that helps.
- 17 Mar 2013, 14:29
- Forum: News
- Topic: Spring 93.1 / 93.2
- Replies: 117
- Views: 41316
Re: Spring 93.1 / 93.2
As of 93.1 there still is the bug that makes impossible to set a waypoint for factories having only the factory selected(selecting together with a mobile unit works). If you try to you can't even deselect the factory afterwards. Also the waypoints are randomly disappearing after a while if you manag...
- 17 Mar 2013, 13:29
- Forum: Game Development
- Topic: Units not resuming orders after beeing movecontrolled
- Replies: 4
- Views: 1082
Units not resuming orders after beeing movecontrolled
I'm currently writing a factory that movecontrols units out to avoid them getting stuck inside(that part works) but there is one problem: They don't move to the waypoint (or do anything else i tell them to) despite it being shown on selecting them. This behaviour is unexpected, annoying and complete...
- 08 Mar 2013, 10:53
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 299805
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Woot Tiberian Dawn!
Also i was kinda working on a way to make the AI place defenses in a way that makes sense, perhaps i'll finish that some time.
Also i was kinda working on a way to make the AI place defenses in a way that makes sense, perhaps i'll finish that some time.
- 03 Mar 2013, 15:23
- Forum: Feature Requests
- Topic: Spring.EmitWeapon
- Replies: 37
- Views: 7006
Re: Spring.EmitWeapon
So what should emit weapon do if not spawn a projectile?
- 02 Mar 2013, 12:40
- Forum: Feature Requests
- Topic: Spring.EmitWeapon
- Replies: 37
- Views: 7006
Re: Spring.EmitWeapon
Why and how are projectiles bound to units. What reason is there for a projectile not to be able to exist without a unit? It seems there is quite some interest in this function so perhaps if its not too much of a rewrite it could be changed so that a projectile can exist without a unit attached to i...
- 24 Feb 2013, 13:43
- Forum: Art & Modelling
- Topic: Random WIP 2013+
- Replies: 406
- Views: 151913
Re: Random WIP 2013+
Nice!
Perhaps make the supports for the "wheels" one thick beam instead of multiple small ones. Looks a bit more stable and also saves polys.
Perhaps make the supports for the "wheels" one thick beam instead of multiple small ones. Looks a bit more stable and also saves polys.
- 17 Feb 2013, 18:45
- Forum: News
- Topic: Spring 92.0!
- Replies: 46
- Views: 16525
Re: Spring 92.0!
Only issue so far is that i cannot set waypoints for factories anymore (cursor becomes stuck until i deselect).
- 02 Feb 2013, 16:35
- Forum: Game Development
- Topic: Can someone explain what script signals are?
- Replies: 26
- Views: 2341
Re: Can someone explain what script signals are?
You could of course kill your scrips manually.
For example having a looping script check a condition etc.
For example having a looping script check a condition etc.
- 01 Feb 2013, 11:03
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 299805
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
So why on earth does it fail on some locations? It only seems to fail on "Titan" maps and only on some spots on that "outer plains" terrain.
- 31 Jan 2013, 20:27
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 299805
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Its building mobile units within its perimeter, so no code for location grab at all.
- 31 Jan 2013, 00:59
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 299805
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
FootprintX = 12, FootprintZ = 12, MaxSlope = 10, YardMap ="oooooooooooo oooooooooooo oooooooooooo oooooooooooo oooooooooooo oooooooooooo ooooccccoooo ooooccccoooo ooooccccoooo ooooccccoooo ooooccccoooo ooooccccoooo", I don't think this is the problem because the same factory: -produces a ...
- 30 Jan 2013, 16:08
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 299805
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Also shard seems to randomly fail building anything on these maps: Titan-v2, Titanduel. Not sure why. Edit: Did some more testing and now can rule out any mistakes: Theres a factory on perfectly flat terrain on Titan-v2 where it never builds and the same factory on similar terrain at a slightly diff...
- 27 Jan 2013, 16:03
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 299805
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
ExecuteCustomCommand is not working over here, is there a version that has it implemented already?
- 09 Jan 2013, 21:02
- Forum: Feature Requests
- Topic: emit projectile
- Replies: 5
- Views: 1658
Re: emit projectile
That would make the invisible unit the attacker and lead to bugs(experience not given etc.) and also not give good control over the starting physics.
It shouldn't be too overly difficult adding a function for that i guess?
It shouldn't be too overly difficult adding a function for that i guess?