Search found 2347 matches
- 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...
- 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...
- 23 Aug 2007, 23:49
- Forum: Lua Scripts
- Topic: healthbars widget (v7) *Jan. 4 08*
- Replies: 93
- Views: 13603
- 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...
- 23 Aug 2007, 19:23
- Forum: Lua Scripts
- Topic: healthbars widget (v7) *Jan. 4 08*
- Replies: 93
- Views: 13603
- 22 Aug 2007, 19:40
- Forum: Lua Scripts
- Topic: Commando Saboteur
- Replies: 7
- Views: 1431
- 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 ...
- 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 (...
- 22 Aug 2007, 10:20
- Forum: Game Development
- Topic: Tired Annihilation 0.07 Saboteur Bug
- Replies: 22
- Views: 2212
- 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
2. I always thought you need to use "Handler:RegisterGlobal()" to catch such events
- 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...
- 21 Aug 2007, 15:05
- Forum: Game Development
- Topic: Tired Annihilation 0.07 Saboteur Bug
- Replies: 22
- Views: 2212
- 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...
- 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...
- 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...
- 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...
- 19 Aug 2007, 17:10
- Forum: Lua Scripts
- Topic: RPG/Worms style DPS display widget v1.1
- Replies: 23
- Views: 2943
- 18 Aug 2007, 09:33
- Forum: Engine
- Topic: New LOS coloring
- Replies: 11
- Views: 2361
- 18 Aug 2007, 08:58
- Forum: Lua Scripts
- Topic: Mobile Mexes v3 final [updated]
- Replies: 18
- Views: 6147
- 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...