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by Maelstrom
09 Aug 2007, 14:03
Forum: Game Development
Topic: Tower Defense thread.
Replies: 534
Views: 44529

Well I've almost got the waypoint system working, and the creep spawner working.

Problem is, when I try and run both at once, only the spawner works :(

Ill upload them for every body once I've sorted it out.
by Maelstrom
09 Aug 2007, 13:41
Forum: Map Creation
Topic: Community Mapping
Replies: 118
Views: 7753

AF wrote:If we could modify the sm3's internals via lua and then writ them back to the FS we could make an ingame sm3 map editor.
I do believe thats your queue trepan :lol:
by Maelstrom
09 Aug 2007, 09:43
Forum: Game Development
Topic: Tower Defense thread.
Replies: 534
Views: 44529

Lol I go to school for the day, come back, and it almost been made without me! :P Ive already written an upgrade script for SWS, so we can have multiple upgrades per turret type. Something like: Basic gun -Faster machine gun --Fastest machine gun ---Continuous fire laser --Faster machine gun, double...
by Maelstrom
09 Aug 2007, 01:40
Forum: Game Development
Topic: It is possible to create an Tower Defense mod for Spring ?
Replies: 34
Views: 6272

http://beta.epi-log.com/TDclassic.jpg Yep this was exactly the type of map I was thinking about :-) If we place good path point , air units can't cut dirctly to finish point. Look at example : *img* What would be the advantage of air units, if they couldn't cut straight across the map? Maybe we hav...
by Maelstrom
08 Aug 2007, 09:34
Forum: Game Development
Topic: It is possible to create an Tower Defense mod for Spring ?
Replies: 34
Views: 6272

Try about a 6x6 for now, see how that works. The path should be something like this: _____ _____ ^ \ / | \__ __/ | ^ \____/ | | ^ | | \_ Water for the creeps to walk along | | | \_ Tower build space, accesible by creeps | \_ High ground, inaccesible by creeps Just a couple of straight corridors wand...
by Maelstrom
08 Aug 2007, 06:44
Forum: Game Development
Topic: It is possible to create an Tower Defense mod for Spring ?
Replies: 34
Views: 6272

For starters it could just use TA units while we model the rest, the actual models used can be discussed later. For now, we need Lua Scripts! Actually, we don't need that many scripts at all really, just a spawner (easy to make), a redirect thing (fairly easy), an upgrade system (already made), and ...
by Maelstrom
08 Aug 2007, 02:10
Forum: Game Development
Topic: It is possible to create an Tower Defense mod for Spring ?
Replies: 34
Views: 6272

Would be nice if LUA work was started by someone now ;). I would if there were other people willing to join a team and make it with me? I can do basically everything except balance, and design cool models/textures. So, someone that knows their way around a tower defense game, and someone to either ...
by Maelstrom
07 Aug 2007, 19:06
Forum: Game Development
Topic: It is possible to create an Tower Defense mod for Spring ?
Replies: 34
Views: 6272

I dont see how tower defense would be a problem for pathing. Most tower defenses i know of use a fixed path, with, towers along the sides of the path- though there is the maze-type tower defense, which allows you to build towers (partially) blocking the path of the enemy. Springs pathfinding is rel...
by Maelstrom
07 Aug 2007, 14:37
Forum: Map Creation
Topic: Problems with map :(
Replies: 16
Views: 945

Try downloading this: http://spring.unknown-files.net/file/1725/All_Mapping_Tools_V3/ it has a few useful mapping tools in it, including some things to help you with the water height. Use Water Height to work out where the waterline would fall on your height map, choose some good values, then use SM...
by Maelstrom
07 Aug 2007, 14:33
Forum: Lua Scripts
Topic: RPG/Worms style DPS display widget v1.1
Replies: 23
Views: 2165

Would it be possible to change it so that all units display it (for balance testing)? Unfortunatley you cant access enemies damage while playing (otherwise it would be easy to write a widget that showed enemies health bars). You have to use replays or lots of .cheat team switching in sandbox mode f...
by Maelstrom
06 Aug 2007, 05:32
Forum: Lua Scripts
Topic: Communicating between Gadgets
Replies: 7
Views: 1450

OK, I worked out the problem. It has two parts. First, global functions can not have more than one argument. If you want to pass more than one argument to a global function, you have to use a table. Secondly, the global function has to return something. What it returns isn't always guaranteed to ret...
by Maelstrom
05 Aug 2007, 10:13
Forum: Lua Scripts
Topic: Communicating between Gadgets
Replies: 7
Views: 1450

Im having a problem with this. I can call and execute functions in other Gadgets successfully, but what ever function called Spring.LuaRules.event() stops executing. I have the following code: onUpgrade = function(oldUnitID, newUnitID, _) Spring.Echo("Trasnferring HQ " .. oldUnitID) if (Script.LuaRu...
by Maelstrom
03 Aug 2007, 15:02
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 579459

Even easier, use the Rotate->Chart To X/Y to rotate things exactly.

Another way, split the model in half right down the center line. Delete one half. UV map the remaining half, and mirror the object to make it whole again. Perfect mirroring.
by Maelstrom
02 Aug 2007, 13:54
Forum: Lua Scripts
Topic: Communicating between Gadgets
Replies: 7
Views: 1450

Communicating between Gadgets

Like the title says, I need some way of communicating from one LuaRules Gadget to another. Can this be done, and if so, how?
by Maelstrom
02 Aug 2007, 06:28
Forum: Map Releases
Topic: New Map - Nomad_Beta
Replies: 7
Views: 850

Goolash, sorry I didnt get back to you earlier. A few things that differ from my initial concept: The middle and edges should be high, impassable mountains. There should be no way of getting across them, save by air. Then you cant cheat and sneak across the middle into the enemy's base :P The slope ...
by Maelstrom
01 Aug 2007, 08:50
Forum: Feature Requests
Topic: Random Corpses.
Replies: 13
Views: 763

Thats where the corpse variable comes in. Im not sure exactly how it works, but I know that it can do exactly what your asking for. If one of the more competent scripters who know about the corpse tag can come explain things? This can all be done with out LUA trickery.
by Maelstrom
01 Aug 2007, 08:39
Forum: Feature Requests
Topic: Random Corpses.
Replies: 13
Views: 763

.75b1 Changelog wrote:- Weapons don't target dead and crashing units anymore.
by Maelstrom
31 Jul 2007, 09:53
Forum: Lua Scripts
Topic: Removing selection rectangle
Replies: 0
Views: 560

Removing selection rectangle

Like the subject says, I need to remove the selection rectangle around units. Unfortunately, I cant just copy trepans method of doing it. The error is: LUACOB-MAIN (GADGETS) LUACOB-DRAW (GADGETS) LUARULES-MAIN (GADGETS) error = 2, LuaRules/draw.lua, error = 2, LuaRules/gadgets.lua, [string "LuaRules...
by Maelstrom
30 Jul 2007, 05:02
Forum: Map Creation
Topic: Community Mapping
Replies: 118
Views: 7753

smoth: Yea thats a problem, it would basically be a lvl1 only game. Someone needs to make mobile factorys! Alternatively, you could play Nanoblobs or something on it, which doesnt have bases as such at all. AF: That problem is avoided by the shape of the hills. If you notice, they are hills on one s...
by Maelstrom
29 Jul 2007, 11:11
Forum: Map Creation
Topic: Community Mapping
Replies: 118
Views: 7753

http://img214.imageshack.us/img214/8586/ringmapcp4.th.jpg This would be an interesting map to try. Basically, the way the hills are set out not only encourages, but forces nomadic gameplay. Each hill would be in range of the majority of the next hill for longish range guns (eg. guardian), so theres...

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