Search

Search found 2347 matches

by jK
29 Aug 2007, 00:44
Forum: Art & Modelling
Topic: What's a normal polycount?
Replies: 25
Views: 3448

tip: spring should now supports LOD (Level of Detail) of models (you need some lua to do so). So if your 3d program supports/helps to create multiple version of your unit (I heard blender should do so) you can use much more polies, so first create a high poly model (~3k) and then reduce it to (<1-2k...
by jK
28 Aug 2007, 12:34
Forum: Lua Scripts
Topic: Commando Saboteur
Replies: 7
Views: 1431

Re: Commando Saboteur

THE UNIT HAS TO SUPPORT CMD_CAPTURE! (cause of a workaround) small tip: if you want to make your own custom commands with unit interactions, then the code is very interesting for you, cos it really isn't easy to integrate a custom command into the commandqueue (with visual dotted lines etc.). -> It...
by jK
23 Aug 2007, 23:49
Forum: Lua Scripts
Topic: healthbars widget (v7) *Jan. 4 08*
Replies: 93
Views: 13603

I already surround it with "if (UnitDefs[1].height == nil)", so it is only executed once (multiple widgets need this code). I don't like lazy loads, but I already thought about to spread the work on multiple gameframes. And you aren't the first, who complained about timeouts/long loading t...
by jK
23 Aug 2007, 19:33
Forum: Lua Scripts
Topic: Power Bar
Replies: 26
Views: 3369

so to end this (useless) discussion about widgets: I add a reload bar to healthbars . How it works: It searchs the weapon with the longest reload time of the unit and displays a bar for it, if the reload time is >5secs and the weapon is reloading. If you don't like this way then make it better, else...
by jK
23 Aug 2007, 19:23
Forum: Lua Scripts
Topic: healthbars widget (v7) *Jan. 4 08*
Replies: 93
Views: 13603

new version :idea:
by jK
22 Aug 2007, 19:40
Forum: Lua Scripts
Topic: Commando Saboteur
Replies: 7
Views: 1431

cause it was a beta (never meant to be released ...)
by jK
22 Aug 2007, 18:44
Forum: Lua Scripts
Topic: Commando Saboteur
Replies: 7
Views: 1431

Commando Saboteur

This LuaRule gives your Commando Tanya-style (Red Alert2) bomb planting abilites, so you can bomb your enemy's advance fusions :twisted: http://home.arcor.de/jk3064/Spring/tanja.png >commando saboteur.zip< small description: it adds a new button "PlantBomb" and depending on the MaxHealth ...
by jK
22 Aug 2007, 16:29
Forum: Lua Scripts
Topic: Transformation based on Rank
Replies: 4
Views: 789

CA already has unit upgrades (pw->warrior->zeus->fatboy and many more), but atm they are xp based and not rank based. I already wrote a gadget that works as an api, so the other gadgets/widgets only have to handle rank changes, but it fights with a crash bug :cry: I already suggested auto upgrades (...
by jK
22 Aug 2007, 10:20
Forum: Game Development
Topic: Tired Annihilation 0.07 Saboteur Bug
Replies: 22
Views: 2212

jK wrote:...
PS: I said Tired, that the script is still beta. ...
by jK
21 Aug 2007, 15:31
Forum: Game Development
Topic: Tired Annihilation 0.07 Saboteur Bug
Replies: 22
Views: 2212

1. I commited a while ago a version of the morph gadget + a new rank gadget in ca sandbox, which crashs after the usage of Script. and it seems >Maelstrom< found the reason why it does so.

2. I always thought you need to use "Handler:RegisterGlobal()" to catch such events :oops:
by jK
21 Aug 2007, 15:16
Forum: Game Development
Topic: Tired Annihilation 0.07 Saboteur Bug
Replies: 22
Views: 2212

synced -> unsynced relay Script.LuaUI.UnitDamaged(...) it is (crash) bugged >_> and iirc, only your widget would recieve it not all ones ... and atm my problem is/was that I can't raise the corroach explosion into the height. Btw it is not that i don't workaround it (A selfd on planes do it too), n...
by jK
21 Aug 2007, 15:05
Forum: Game Development
Topic: Tired Annihilation 0.07 Saboteur Bug
Replies: 22
Views: 2212

chain explosions?
that doesn't solve the problem nor does it matter here at all x:

and
P.S. You could generate the UnitDamaged() calls yourself.
how should i raise a luaUI event in luaRules? ...
by jK
21 Aug 2007, 14:55
Forum: Game Development
Topic: Tired Annihilation 0.07 Saboteur Bug
Replies: 22
Views: 2212

imbaczek: That's what I have done But the real problem is .... ... that the corroach selfd on the ground and not in the air as it should... I tried to lift it with Spring.MoveCtrl, but the explosion+damage is still on the ground, only a small (cob) part of the animation (w/o damage) is in the air. t...
by jK
21 Aug 2007, 14:28
Forum: Game Development
Topic: Tired Annihilation 0.07 Saboteur Bug
Replies: 22
Views: 2212

the problem is that i can't take selfd for ground units, cause: 1. the bomb would always have a different sizes -> odd 2. some units have a too huge selfd like adv. fusions, krog, ... that's why i take a corroach and deploy it in the unit and let it selfd -> fancy explosion. but it doesn't always do...
by jK
21 Aug 2007, 13:52
Forum: Game Development
Topic: Tired Annihilation 0.07 Saboteur Bug
Replies: 22
Views: 2212

:roll: Explanation: I used Spring.SetUnitHealth to increase the damage of a corroach selfd, so the explosion can kill a krog. The script doesn't not recheck it for and it don't need to (in most cases it works). -> that causes the -xyz% healthbar But the real problem is that the corroach selfd on the...
by jK
20 Aug 2007, 15:36
Forum: Feature Requests
Topic: jump jets
Replies: 19
Views: 5533

you should check trepan's unit launcher (in ca sandbox): 1. you can hook the physics of an unit with Spring.MoveCtrl.X 2. you can stop a hooked animation on collide and no you don't have any access to the pathing engine atm, so an auto mode is impossible. The biggest problem is the intergration into...
by jK
19 Aug 2007, 17:10
Forum: Lua Scripts
Topic: RPG/Worms style DPS display widget v1.1
Replies: 23
Views: 2943

It gives me: gl.DrawFuncAtUnit: error(2) = [string "LuaUI/headers/billboard.lua"]:19: gl.MultMatrix requires all 16 values [string "LuaUI/headers/billboard.lua"]:19: gl.MultMatrix requires all 16 values Removed widget: Display DPS Why? Can you fix? it was a mistake in my healthb...
by jK
18 Aug 2007, 09:33
Forum: Engine
Topic: New LOS coloring
Replies: 11
Views: 2361

srsly, i liked the green?
only the red (jammer) was too weak.
I still prefer the way it was in Spring 0.73

and shadows are still missing in los view :(
by jK
18 Aug 2007, 08:58
Forum: Lua Scripts
Topic: Mobile Mexes v3 final [updated]
Replies: 18
Views: 6147

:idea: new version
by jK
15 Aug 2007, 08:03
Forum: Help & Bugs
Topic: CA takes ages loading
Replies: 3
Views: 434

ups, i know the reason :roll: we wrote alot of gadgets/widgets that need much time to precache data during initialize to improve the performance ingame (in particular the xp/rank widget). Atm all luas are initialized in the 'Generating sky' status (imo they should get their own status message), that...

Go to advanced search