Search found 1950 matches
- 04 Sep 2007, 11:08
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1195583
In this thread we talk about 3d models. *img* Needs.. something more. Not keen on the barrel, esp since it fires a ballistic projectile and not a laser. Needs something on the front. Try shaping the front of the treads down a little, and making the body of the tank less flat over the top. It has bu...
- 04 Sep 2007, 11:04
- Forum: Lua Scripts
- Topic: Insta-build, insta-cost. Gimme AoE/DoW/SC.
- Replies: 35
- Views: 3345
Hmm, this is being quite difficult... I tried using AllowCommand, but that presents its own difficulties I didnt think of before, namely the build range issue, plus possible issues with queued orders. So I tried using UnitCreated. The plan was to check if, when a unit is first started, there is enou...
- 04 Sep 2007, 07:03
- Forum: Lua Scripts
- Topic: Insta-build, insta-cost. Gimme AoE/DoW/SC.
- Replies: 35
- Views: 3345
- 04 Sep 2007, 05:42
- Forum: Lua Scripts
- Topic: Insta-build, insta-cost. Gimme AoE/DoW/SC.
- Replies: 35
- Views: 3345
- 02 Sep 2007, 13:17
- Forum: General Discussion
- Topic: New mod info website (another one)
- Replies: 101
- Views: 9879
- 02 Sep 2007, 12:47
- Forum: Lua Scripts
- Topic: Insta-build, insta-cost. Gimme AoE/DoW/SC.
- Replies: 35
- Views: 3345
Quite easily done really. Just use CommandFallback()/AllowCommand() to check for a build order. If a build order is found, then check for enough resources to purchase this unit. If there is enough resources, then create the unit and deduct resources. If there isnt, cancel the order. This way, you us...
- 02 Sep 2007, 12:20
- Forum: Map Creation
- Topic: Map Query
- Replies: 12
- Views: 1496
- 29 Aug 2007, 09:56
- Forum: Feature Requests
- Topic: Mod directory structure redefinition
- Replies: 2
- Views: 596
- 26 Aug 2007, 12:28
- Forum: Lua Scripts
- Topic: Deployable Minefield Button
- Replies: 12
- Views: 1310
1) Every time a mine layer unit is created, use InsertUnitCmdDesc() to give it a 'Lay mines' button
2) When a 'Lay mines' button is pressed:
- Spawn the mines, how ever you are going to do that
- Use InsertUnitCmdDesc() to remove the button
Simple. No LuaCob, no jamming build scripts, no ugly hacks.
2) When a 'Lay mines' button is pressed:
- Spawn the mines, how ever you are going to do that
- Use InsertUnitCmdDesc() to remove the button
Simple. No LuaCob, no jamming build scripts, no ugly hacks.
- 25 Aug 2007, 15:33
- Forum: Lua Scripts
- Topic: Lua Script to automatically reimburse the cost of a unit ?
- Replies: 7
- Views: 1548
- 25 Aug 2007, 07:16
- Forum: Lua Scripts
- Topic: Lua Script to automatically reimburse the cost of a unit ?
- Replies: 7
- Views: 1548
- 25 Aug 2007, 06:16
- Forum: Lua Scripts
- Topic: Lua Script to automatically reimburse the cost of a unit ?
- Replies: 7
- Views: 1548
- 23 Aug 2007, 09:49
- Forum: Lua Scripts
- Topic: Power Bar
- Replies: 26
- Views: 3369
Surely there should be a way to write portions of unsynced code in a gadget, shouldn't there? There could easily be many other situations like this where the modder would desire it to be an always-on, background-to-the-user, but unsynced feature. It is indeed possible. Gadgets usually have two sect...
- 16 Aug 2007, 00:25
- Forum: Game Development
- Topic: Tower Defense thread.
- Replies: 534
- Views: 66113
You cant build on the creep path. Smoth must have .cheated that tower on the path in that shot, cause usually you cant build on it for exactly that reason. Theres two ways you can stop some one from building on the path. Either make the path slightly under water, which smoth has done on this map, or...
- 14 Aug 2007, 15:16
- Forum: Game Development
- Topic: Tower Defense thread.
- Replies: 534
- Views: 66113
- 13 Aug 2007, 08:44
- Forum: Game Development
- Topic: Tower Defense thread.
- Replies: 534
- Views: 66113
I like that, but you may need to push the counters up visually, right now they overlap with units selected. THey are moved now. I had put them there, working off the Colorful Tooltips widget, which has slightly smaller tool tips. They lined up nicely there, but then when smoth used it without the w...
- 10 Aug 2007, 08:45
- Forum: Map Creation
- Topic: Community Mapping
- Replies: 118
- Views: 13595
Maelstrom understood my position back when he and i were working together on a graphical feature placer for SM3, the project fell through, but a lot was accomplish none the less. It was the perfect meld of artist and programmer working together. Actually, that didnt fall through, its sitting on my ...
- 10 Aug 2007, 06:10
- Forum: Game Development
- Topic: Tower Defense thread.
- Replies: 534
- Views: 66113
http://spring.unknown-files.net/file/3413/Taour_Dfinz_LuaRules/ Theres the spawner and waypoint manager scripts. I was using SWS units with it, which i unfortunately cant release with the LuaRules here :( but if your interested in testing it out: 1) unzip this folder to a mods base folder ( Spring/m...
- 10 Aug 2007, 05:01
- Forum: Game Development
- Topic: Tower Defense thread.
- Replies: 534
- Views: 66113
- 09 Aug 2007, 18:47
- Forum: Game Development
- Topic: Tower Defense thread.
- Replies: 534
- Views: 66113
As fox said, I've got the scripts working! They are not quite right yet though, Ill finish them tomorrow. For now, some screens. This is on smoths map. http://replays.unknown-files.net/dump/td/screen006.jpg Storm troopers? Where? http://replays.unknown-files.net/dump/td/screen008.jpg 110 creeps here...