Search found 171 matches
- 16 Jul 2008, 20:12
- Forum: Feature Requests
- Topic: Joining (as a spec) in the middle of a game
- Replies: 26
- Views: 3071
Re: Joining (as a spec) in the middle of a game
I don't know the technical side of it, but wouldn't the following be possible somehow: Game 1 is in progress. Bob from Game 1 wants Billy to watch after 1/2 an hour of intense fighting. Billy connects to game in progress. Spring loads map, connects. Slowly each piece gets into sync. For example, Bil...
- 01 Jul 2008, 01:20
- Forum: Lua Scripts
- Topic: need some help
- Replies: 12
- Views: 1356
Re: need some help
I think you need to put it in a "function widget:Initialize()"
- 30 Jun 2008, 20:08
- Forum: Lua Scripts
- Topic: WIP - Ferry Command
- Replies: 33
- Views: 6370
Re: Request: Ferry Button
Beacon is definitely part of the plan. And I'm sure the transport assisting is possible , but whether I can code it or not is a different story. :lol: It should be possible to get a copy of the main transports command queue and route and give it to other transport so they all have the same ferry rou...
- 30 Jun 2008, 03:22
- Forum: Lua Scripts
- Topic: WIP - Ferry Command
- Replies: 33
- Views: 6370
Re: Request: Ferry Button
:lol: Flozi, even a monkey could Lua better than me. I'm just trying to get the hang of this stuff. Anyway, here's my code so far, I really would like some help on figuring out how to do the CommandCheck() function: -------------------------------------------------------------------------------- ---...
- 29 Jun 2008, 07:28
- Forum: Lua Scripts
- Topic: WIP - Ferry Command
- Replies: 33
- Views: 6370
Re: Request: Ferry Button
Ok, Sillynanny, my apologies, you were right. I finally figured out how to use the CMD.INSERT, which gives me the proper method of adding in the commands (as if I were clicking them with the Shift key) and I noticed that the transport did wait at the UNload point, so I have to add a move command to ...
- 27 Jun 2008, 04:15
- Forum: General Discussion
- Topic: The website (yes, again)
- Replies: 259
- Views: 22730
Re: The website (yes, again)
You win.
- 25 Jun 2008, 00:42
- Forum: Engine
- Topic: spring on psp
- Replies: 32
- Views: 3373
Re: spring on psp
I don't think the original TA would suffer too much if it was 2-D sprite-ified to better show up on a DS screen, (especially if the terrain was also given a once over) so long as the underpinning physics calculations remained intact. Hmm. Interesting idea. That could be done by limiting the spritin...
- 24 Jun 2008, 04:30
- Forum: Linux
- Topic: X11 not configured...
- Replies: 7
- Views: 948
Re: X11 not configured...
What if he installed the Windows version under WINE? Might be (an unfortuante) workaround possibility.
- 23 Jun 2008, 19:38
- Forum: Engine
- Topic: spring on psp
- Replies: 32
- Views: 3373
Re: spring on psp
Oh man...if only this was possible. :DPicassoCT wrote:AF wrote:I think the point being missed here is the GUI, what with no mouse cursor to speak of...
How about having Endwarstyle Voicecommands?
Commander, build solar.
Con Bot, build mex.
Bot factory, repeat on, build flea.
- 21 Jun 2008, 20:47
- Forum: Lua Scripts
- Topic: WIP - Ferry Command
- Replies: 33
- Views: 6370
Re: Request: Ferry Button
Similar feature is in CA, you can get widget from SVN repository svn://svn.caspring.org/ Here is description of basic features: http://trac.caspring.org/wiki/FeatureTransportAi Idle transports ferry units to waypoints of their factories and also there is "embark" and "disembark"...
- 21 Jun 2008, 20:41
- Forum: Engine
- Topic: spring on psp
- Replies: 32
- Views: 3373
Re: spring on psp
Can Spring compile on non-x86 devices? NVidia's Tegra would be quite feasible (maybe the 2nd generation, since the current/upcoming one might be too slow) as it could be used on devices running Linux. Also, though it's true the DS's resolution is quite low, it does meet TA's original minimum require...
- 21 Jun 2008, 02:11
- Forum: Lua Scripts
- Topic: WIP - Ferry Command
- Replies: 33
- Views: 6370
Re: Request: Ferry Button
Hmm. Ok, taking out the ending WAIT, and changing the first to REPEAT (with the 1 parameter) does the same thing. Holding shift I can see the unload spot given, but the transport just kinda moves over the unit, but never actually loads anything. I know the command by itself works.
- 20 Jun 2008, 23:00
- Forum: Lua Scripts
- Topic: WIP - Ferry Command
- Replies: 33
- Views: 6370
Re: Request: Ferry Button
All right, so I took a shot at this but I'm getting stuck. Here's what I have so far: function widget:GetInfo() return { name = "Ferry", desc = "Adds '/luaui ferry' to create a ferry point with a transport", author = "mastastealth", date = "Jun 16, 2008", lice...
- 18 Jun 2008, 19:42
- Forum: Engine
- Topic: spring on psp
- Replies: 32
- Views: 3373
Re: spring on psp
Eee PC, OQO, all those new mini-notebooks coming out could *possibly* play it, and they would be quite portable too.
- 16 Jun 2008, 23:06
- Forum: Lua Scripts
- Topic: WIP - Ferry Command
- Replies: 33
- Views: 6370
Re: Request: Ferry Button
select the transport, turn on repeat. click load, click and drag to select the area you want to ferry from click unload, hold shift, then click and drag to select the area you want to ferry to even with a widget, you would still need to specify all of these. the transport will constantly ferry unit...
- 16 Jun 2008, 20:42
- Forum: Lua Scripts
- Topic: WIP - Ferry Command
- Replies: 33
- Views: 6370
WIP - Ferry Command
EDIT: Download here. I was looking but couldn't find a widget that already does this, though I'm sure it has been discussed before. It should be possible to have it so that when you select a transport unit, a button appears to create a ferry point. Like in Supcom, when you hit the ferry button, you ...
- 16 Jun 2008, 03:07
- Forum: Art & Modelling
- Topic: Arm Hammer Test
- Replies: 67
- Views: 6019
Re: Arm Hammer Test
Well Mr.d has a sty;e he follows I would like to see his guidelines. His work is awesome because you can instantly tell what unit it is, yet you can also see his own flare in it. Seeing as how this is mainly for practice, I haven't drawn out this whole guideline I'm gonna follow for any units I mod...
- 14 Jun 2008, 21:57
- Forum: Art & Modelling
- Topic: Arm Hammer Test
- Replies: 67
- Views: 6019
Re: Arm Hammer Test
For me, it would be upgraded Cavedog style.Gota wrote:Maybe make units that follow a certain style? instead of everyine just doing whatever they want...?
- 12 Jun 2008, 14:37
- Forum: Art & Modelling
- Topic: Arm Hammer Test
- Replies: 67
- Views: 6019
Re: Arm Hammer Test
No prob Argh, nice modification there. Only thing I personally don't like are the back heel claw things, and that I think the Hammer should be a shorter, stubby K-bot. Otherwise it looks cool.
- 12 Jun 2008, 03:36
- Forum: Art & Modelling
- Topic: Arm Hammer Test
- Replies: 67
- Views: 6019
Re: Arm Hammer Test
I wish you added back the "screws" on the gun covers Huh? Didn't you say to take them off? :P the tank clasps on the back can be removed and drawn via textures. Unless you meant the rings on that "backpack" cylinder. Geez, I need to learn more of these robot/tank part terminolog...