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by Erik
10 Apr 2014, 09:34
Forum: Lua Scripts
Topic: Set[Game/Team/Unit]RulesParam should allow Tables.
Replies: 12
Views: 1930

Re: Set[Game/Team/Unit]RulesParam should allow Tables.

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.
I'm pretty sure SendToUnsynced can't take tables for an argument either.
by Erik
08 Apr 2014, 22:50
Forum: Lua Scripts
Topic: Set[Game/Team/Unit]RulesParam should allow Tables.
Replies: 12
Views: 1930

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.
by Erik
08 Apr 2014, 19:53
Forum: Lua Scripts
Topic: Set[Game/Team/Unit]RulesParam should allow Tables.
Replies: 12
Views: 1930

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.
by Erik
30 Mar 2014, 16:35
Forum: Game Development
Topic: Spring.GetProjectileDirection does not exist
Replies: 3
Views: 1210

Re: Spring.GetProjectileDirection does not exist

Synced Gadget

Edit: I found taking Spring.GetProjectileVelocity(proID) and normalizing the result works just fine.
by Erik
30 Mar 2014, 16:19
Forum: Game Development
Topic: Spring.GetProjectileDirection does not exist
Replies: 3
Views: 1210

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...
by Erik
17 Mar 2013, 14:29
Forum: News
Topic: Spring 93.1 / 93.2
Replies: 117
Views: 40542

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...
by Erik
17 Mar 2013, 13:29
Forum: Game Development
Topic: Units not resuming orders after beeing movecontrolled
Replies: 4
Views: 1062

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...
by Erik
08 Mar 2013, 10:53
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 265018

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.
by Erik
03 Mar 2013, 15:23
Forum: Feature Requests
Topic: Spring.EmitWeapon
Replies: 37
Views: 6928

Re: Spring.EmitWeapon

So what should emit weapon do if not spawn a projectile?
by Erik
02 Mar 2013, 12:40
Forum: Feature Requests
Topic: Spring.EmitWeapon
Replies: 37
Views: 6928

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...
by Erik
24 Feb 2013, 13:43
Forum: Art & Modelling
Topic: Random WIP 2013+
Replies: 406
Views: 141764

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.
by Erik
17 Feb 2013, 18:45
Forum: News
Topic: Spring 92.0!
Replies: 46
Views: 16400

Re: Spring 92.0!

Only issue so far is that i cannot set waypoints for factories anymore (cursor becomes stuck until i deselect).
by Erik
02 Feb 2013, 16:35
Forum: Game Development
Topic: Can someone explain what script signals are?
Replies: 26
Views: 2286

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.
by Erik
01 Feb 2013, 11:03
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 265018

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.
by Erik
31 Jan 2013, 20:27
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 265018

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.
by Erik
31 Jan 2013, 00:59
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 265018

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 ...
by Erik
30 Jan 2013, 16:08
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 265018

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...
by Erik
27 Jan 2013, 16:03
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 265018

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?
by Erik
09 Jan 2013, 21:02
Forum: Feature Requests
Topic: emit projectile
Replies: 5
Views: 1645

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?

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