Start scripting TA model replacements!
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- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Start scripting TA model replacements!
Please, start animating & scripting Beheriths, Cremuss and Mr.Bob's models. That is the biggest thanks that modeller can get for his art.
http://code.google.com/p/finaloutcome/s ... naloutcome
http://springrts.com/phpbb/viewtopic.ph ... 4&start=40
http://springrts.com/phpbb/viewtopic.ph ... &start=140
http://code.google.com/p/finaloutcome/s ... naloutcome
http://springrts.com/phpbb/viewtopic.ph ... 4&start=40
http://springrts.com/phpbb/viewtopic.ph ... &start=140
Re: Start scripting TA model replacements!
afaik cremus's models are being scripted and ported into CA atm.
Re: Start scripting TA model replacements!
Well, that is a start. I encourage this effort.
Re: Start scripting TA model replacements!
bobs and pyras models are not even finished and will probably change a bit so its kinda pointless, no ?
Re: Start scripting TA model replacements!
I have no idea how to script but if new models are so abundant i may try. Is lua script good for it?
Re: Start scripting TA model replacements!
"Final Outcome"? UAR?
Re: Start scripting TA model replacements!
is there some easy way to get cob/bos to lua? cause starting from scratch is too much work
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: Start scripting TA model replacements!
Convert stupid dumb Bos to amazing awesome Lua!
By CarRepairer, doesn't do nearly 100% conversion but it does a lot of the grunt work.
By CarRepairer, doesn't do nearly 100% conversion but it does a lot of the grunt work.
Re: Start scripting TA model replacements!
You'll just end up writing bos in lua though. You should write lua in lua.
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: Start scripting TA model replacements!
Probably what would be more useful is good examples
Re: Start scripting TA model replacements!
luckywaldo7 wrote:Probably what would be more useful is good examples
I don't know if they are good but they are plentiful.
http://code.google.com/p/conflictterra/ ... %2Fscripts
Re: Start scripting TA model replacements!
its easier than i thought. one thing i dont get to work is the flare/fire effect when a unit shoots. should be something like that:
EmitSfx(flare2, EFFECT)
But i dont know how to call this effect exactly in lua...
EmitSfx(flare2, EFFECT)
But i dont know how to call this effect exactly in lua...
Re: Start scripting TA model replacements!
Oh the CEG? Here's what i wrote on them. but there is better stuff in sprnig's wiki if you can find it.
http://code.google.com/p/conflictterra/ ... Explantion
http://code.google.com/p/conflictterra/ ... Explantion
Re: Start scripting TA model replacements!
Thanks, ill have to check that tomorrow.
Here is what i got so far on the new punisher model made by Mr.Bob:
http://spring-portal.com/index.php/docm ... tion-video
Here is what i got so far on the new punisher model made by Mr.Bob:
http://spring-portal.com/index.php/docm ... tion-video
Re: Start scripting TA model replacements!
Looks like i have to replace the fbi-file by lua too. I've done that, but ingame the unit int found anymore, do i have to do something to tell spring to recognize lua instead of fbi now?
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: Start scripting TA model replacements!
http://code.google.com/p/conflictterra/ ... .lua?r=901
That should do it.
Edit: That is, you need this script in the game, if that's not clear.
That should do it.
Edit: That is, you need this script in the game, if that's not clear.
Re: Start scripting TA model replacements!
using that, my lua-script works, but not the former fbi. Perhaps my error is somewhere else.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Start scripting TA model replacements!
Looking good caldera! Keep it up!
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: Start scripting TA model replacements!
Lua scripts for Behejammer and Behespy.
If you don't want to use the included constants.lua file, localize the relevant variables/functions to the unit script files.
This .bos script was written for a modification of the Behecrasher.
If you don't want to use the included constants.lua file, localize the relevant variables/functions to the unit script files.
This .bos script was written for a modification of the Behecrasher.
- Attachments
-
- scripts.zip
- Behespy and Behejammer scripts
- (3.13 KiB) Downloaded 11 times
Re: Start scripting TA model replacements!
Important note for anyone making lua scripts: /cheat /luarules reload allows you to reload the script in game, for easy tweaking.
Since Behe is working on his models again, we'll script them when he releases them.
Crems game is huge, and needs dedicated scripters. It already has a lot of scripted units though, if you want examples. One problem is I dont necessarily know what all the pieces are or how they are meant to move exactly, and i cant investigate what the pieces are and where they are attatched in upspring because they are obj files.
CA itself is another place where you can find examples of lua scripts:
http://code.google.com/p/zero-k/source/ ... %2Fscripts
Since Behe is working on his models again, we'll script them when he releases them.
Crems game is huge, and needs dedicated scripters. It already has a lot of scripted units though, if you want examples. One problem is I dont necessarily know what all the pieces are or how they are meant to move exactly, and i cant investigate what the pieces are and where they are attatched in upspring because they are obj files.
CA itself is another place where you can find examples of lua scripts:
http://code.google.com/p/zero-k/source/ ... %2Fscripts