multiplayer minigames reference:
http://springrts.com/phpbb/viewtopic.ph ... 6&p=228004
Search found 1173 matches
- 31 May 2009, 08:31
- Forum: Lua Scripts
- Topic: Pacman!
- Replies: 42
- Views: 5030
- 22 May 2009, 23:46
- Forum: Feature Requests
- Topic: Lua Typemap Control
- Replies: 23
- Views: 4420
Re: Lua Typemap Control
IIRC, the terrainTypes can be modified using MapOptions.
- 22 May 2009, 01:37
- Forum: Kernel Panic
- Topic: Color Wars
- Replies: 24
- Views: 5048
Re: Color Wars
Could you instead calculate and draw (viewport and
radar), the team colored blocks using a lua array?
radar), the team colored blocks using a lua array?
- 22 Apr 2009, 20:15
- Forum: Feature Requests
- Topic: Maximized minimap should conserve proportions
- Replies: 3
- Views: 738
Re: Maximized minimap should conserve proportions
/minimap maxspect -- iirc Also ... read the tooltips std::string CMiniMap::GetTooltip(int x, int y) { if (minimized) { return "Unminimize map"; } if (buttonBox.Inside(x, y)) { if (resizeBox.Inside(x, y)) { return "Resize map\n(SHIFT to maintain aspect ratio)"; } if (moveBox.Insid...
- 16 Apr 2009, 19:04
- Forum: Engine
- Topic: RE: Lua animation (cob replacement)
- Replies: 37
- Views: 3722
Re: RE: Lua animation (cob replacement)
Here's what I did: 1. Split the synced/unsynced script spaces into separate global lua states. 2. Improved call-ins speeds using LUA_CALLINSINDEX / LuaCallInDB 3. Added LuaLink for flexible inter-script access 4. Added LuaDelayQueues, which provides the following call-outs: // call a function, or re...
- 09 Apr 2009, 23:24
- Forum: Engine
- Topic: RE: Lua animation (cob replacement)
- Replies: 37
- Views: 3722
Re: RE: Lua animation (cob replacement)
FWIW, the approach that I took was a safe one. Created a UnitScript
interface class, with a 'float' based API. Then sub-classed it into
CobUnitScript and LuaUnitScript. CobUnitScript did the ugly integer/
float conversions required for COB scripts.
interface class, with a 'float' based API. Then sub-classed it into
CobUnitScript and LuaUnitScript. CobUnitScript did the ugly integer/
float conversions required for COB scripts.
- 09 Apr 2009, 21:15
- Forum: Engine
- Topic: RE: Lua animation (cob replacement)
- Replies: 37
- Views: 3722
Re: RE: Lua animation (cob replacement)
not likely
- 09 Apr 2009, 19:55
- Forum: Engine
- Topic: RE: Lua animation (cob replacement)
- Replies: 37
- Views: 3722
Re: RE: Lua animation (cob replacement)
I had it coded to the point where lua could be used to replace all COB functionality (and with per-unit scripting as an option). It's been a while since I wrote the code, and so there are a lot of conflicts against the current git repository. The patch results can be found here: http://trepan.bzflag...
- 07 Apr 2009, 21:31
- Forum: Lua Scripts
- Topic: Console ++
- Replies: 27
- Views: 2834
Re: Console ++
If you want speed, render with a texture buffer; then the console becomes nothing more than a single textured quad to draw. You can keep the texture buffer updated using FBOs, or use a couple of textures with some copy/clear action if FBOs are not available. For scrolling, you can use texture coordi...
- 04 Apr 2009, 02:56
- Forum: Lua Scripts
- Topic: [Request/Idea]Auto-cloak fusions
- Replies: 14
- Views: 2051
Re: [Request/Idea]Auto-cloak fusions
He got the lua part wrong, BEGIN is not a lua keywordcomputerquip wrote:Also, Lua isn't in C++ or even similar to C or C++ for that matter. Lua is syntactically similar to Javascript with BEGIN and END for function brackets.
http://www.lua.org/manual/5.1/manual.html#8
- 25 Mar 2009, 00:04
- Forum: Art & Modelling
- Topic: Perfect Texture Format (DDS vs TGA vs PNG)
- Replies: 53
- Views: 34878
Re: Perfect Texture Format (DDS vs TGA vs PNG)
jK: mipmaps are generated for almost all loaded textures :)
- 21 Mar 2009, 06:37
- Forum: Lua Scripts
- Topic: Lua script idea. i would create it but i am too nub :O
- Replies: 3
- Views: 1080
Re: Lua script idea. i would create it but i am too nub :O
Also (although they're probably broken by now):
viewtopic.php?p=140784#p140784
viewtopic.php?p=140784#p140784
- 18 Mar 2009, 02:43
- Forum: Feature Requests
- Topic: Batch-Compiler for COB
- Replies: 10
- Views: 1480
Re: Batch-Compiler for COB
http://cc.tauniverse.com/boscompiler.html might be an option.
- 15 Mar 2009, 10:34
- Forum: Feature Requests
- Topic: Pre-game/load LUA
- Replies: 3
- Views: 565
Re: Pre-game/load LUA
It's been brought up before...
viewtopic.php?p=329662#p329662
viewtopic.php?p=329662#p329662
- 14 Mar 2009, 00:24
- Forum: Feature Requests
- Topic: SCREAM: default map options to every map
- Replies: 27
- Views: 2358
Re: SCREAM: default map options to every map
I added the capability to set SMD/SM3/LUA map parameters using MapOptions.lua quite some time ago. There's even the beginnings of the "default options" scripts in maphelper.sdz. I don't remember how far I got with it, but you might want to take a look at maphelper/mapinfo.lua, and how it u...
- 01 Mar 2009, 17:18
- Forum: Lua Scripts
- Topic: camState
- Replies: 7
- Views: 1144
Re: camState
you're lucky they have names at all, it used to be that the returned table was of the form: { [1] = number, [2] = number, [3] = number, etc... } -- ;-) You can look at the spring/rts/Game/Camera/*.cpp files (in the GetState() functions) to get a better idea of what the names are. p[xyz]: position d[...
- 23 Feb 2009, 03:30
- Forum: Off Topic Discussion
- Topic: U WERE BORN!
- Replies: 3
- Views: 689
Re: U WERE BORN!
moved to "Off topic" from "General discussion"
- 19 Feb 2009, 23:32
- Forum: Lua Scripts
- Topic: In game statistic [kills - losses] like TA
- Replies: 19
- Views: 3530
Re: In game statistic [kills - losses] like TA
Code: Select all
int LuaSyncedRead::GetTeamStatsHistory(lua_State* L)
...
if (!IsAlliedTeam(teamID) && !game->gameOver) {
return 0;
}
...
- 19 Feb 2009, 23:12
- Forum: Lua Scripts
- Topic: Can LUPS truely replace CEGs?
- Replies: 7
- Views: 1249
Re: Can LUPS truely replace CEGs?
Even without the VBO interface, you could do a lot (and faster
than CEGs), by using vertex textures (as demo'ed by the volcano
widget). The downside is that the technique only works on newer
video cards (so an alternative would have to be provided anyways)
than CEGs), by using vertex textures (as demo'ed by the volcano
widget). The downside is that the technique only works on newer
video cards (so an alternative would have to be provided anyways)
- 18 Feb 2009, 02:02
- Forum: Lua Scripts
- Topic: Basic Unit Shields
- Replies: 17
- Views: 2165
Re: Basic Unit Shields
A ShieldCollision() call-in is easy to implement, it's been done before :)
(also note that the synced version can force the collision to be ignored)
(also note that the synced version can force the collision to be ignored)