Start scripting TA model replacements!

Start scripting TA model replacements!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Start scripting TA model replacements!

Post by SirArtturi »

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
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Start scripting TA model replacements!

Post by Otherside »

afaik cremus's models are being scripted and ported into CA atm.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Start scripting TA model replacements!

Post by Neddie »

Well, that is a start. I encourage this effort.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Start scripting TA model replacements!

Post by Wombat »

bobs and pyras models are not even finished and will probably change a bit so its kinda pointless, no ?
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Start scripting TA model replacements!

Post by BaNa »

I have no idea how to script but if new models are so abundant i may try. Is lua script good for it?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Start scripting TA model replacements!

Post by Pxtl »

"Final Outcome"? UAR?
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caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Re: Start scripting TA model replacements!

Post by caldera »

is there some easy way to get cob/bos to lua? cause starting from scratch is too much work
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Start scripting TA model replacements!

Post by luckywaldo7 »

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.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Start scripting TA model replacements!

Post by FLOZi »

You'll just end up writing bos in lua though. You should write lua in lua.
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Start scripting TA model replacements!

Post by luckywaldo7 »

Probably what would be more useful is good examples ;)
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Start scripting TA model replacements!

Post by oksnoop2 »

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
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caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Re: Start scripting TA model replacements!

Post by caldera »

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...
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Start scripting TA model replacements!

Post by oksnoop2 »

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
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caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Re: Start scripting TA model replacements!

Post by caldera »

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
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caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Re: Start scripting TA model replacements!

Post by caldera »

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?
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Start scripting TA model replacements!

Post by SanadaUjiosan »

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.
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caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Re: Start scripting TA model replacements!

Post by caldera »

using that, my lua-script works, but not the former fbi. Perhaps my error is somewhere else.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Start scripting TA model replacements!

Post by SirArtturi »

Looking good caldera! Keep it up!
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KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Re: Start scripting TA model replacements!

Post by KingRaptor »

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.
Attachments
scripts.zip
Behespy and Behejammer scripts
(3.13 KiB) Downloaded 11 times
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Start scripting TA model replacements!

Post by Saktoth »

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
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