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by Stealth870
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...
by Stealth870
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()"
by Stealth870
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...
by Stealth870
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: -------------------------------------------------------------------------------- ---...
by Stealth870
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 ...
by Stealth870
27 Jun 2008, 04:15
Forum: General Discussion
Topic: The website (yes, again)
Replies: 259
Views: 22730

Re: The website (yes, again)

You win. :-)
by Stealth870
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...
by Stealth870
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.
by Stealth870
23 Jun 2008, 19:38
Forum: Engine
Topic: spring on psp
Replies: 32
Views: 3373

Re: spring on psp

PicassoCT 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?
Oh man...if only this was possible. :D

Commander, build solar.
Con Bot, build mex.
Bot factory, repeat on, build flea.

:lol:
by Stealth870
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"...
by Stealth870
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...
by Stealth870
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.
by Stealth870
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...
by Stealth870
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. :roll:
by Stealth870
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...
by Stealth870
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 ...
by Stealth870
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...
by Stealth870
14 Jun 2008, 21:57
Forum: Art & Modelling
Topic: Arm Hammer Test
Replies: 67
Views: 6019

Re: Arm Hammer Test

Gota wrote:Maybe make units that follow a certain style? instead of everyine just doing whatever they want...?
For me, it would be upgraded Cavedog style. :P
by Stealth870
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. :lol: Otherwise it looks cool.
by Stealth870
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...

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