Help with Buildscript, pretty please?

Help with Buildscript, pretty please?

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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zalpha
Posts: 23
Joined: 19 Mar 2013, 18:39

Help with Buildscript, pretty please?

Post by zalpha » 22 Mar 2013, 04:32

I have banged my head on this one for a while I'm trying to get the "building" (planet) to build one type of unit (Crystalline Small Transport). Once I figure that out, I have eleven more Crystalline unites ready, and five additional sides ready to go before I do some serious coding. However, I cannot for the life of me figure out what the hangup is on the build feature.

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

Re: Help with Buildscript, pretty please?

Post by SanadaUjiosan » 22 Mar 2013, 07:03

Besides your factory missing a yard map, the infolog reveals that the factory is trying to build a unit that doesn't exist. You're telling it to build cstrans, but the unit is called cstransport.
string yardmap Default: ""
Used to determine a structure from a mobile unit. A string of characters which defines in detail each 'footprint square' of the structure. Each footprint square may be:
y - 'Yard' - Always open, unblocking,
c - 'Construction' - Open and unblocking only while constructing (for factories, controlled via COB.YARD_OPEN see Animation-LuaCallouts#Other),
i - 'Inversed Construction' - Closed and blocking only while constructing (for factories, controlled via COB.YARD_OPEN see Animation-LuaCallouts#Other) (New in version 89.0),
g - 'Geothermal' - Flags that the unit must be placed over a geoThermal feature, does not actually count as a square,
o - 'Obstacle' - Always closed, blocking, all other chars are treated the same way.
Tip: 'Draw' out the yardmap over multiple lines. As of 89.0 all whitespace characters are ignored, including newlines.
From the wiki on yardmaps. Hope this helps :)
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Help with Buildscript, pretty please?

Post by FLOZi » 22 Mar 2013, 08:19

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zalpha
Posts: 23
Joined: 19 Mar 2013, 18:39

Re: Help with Buildscript, pretty please?

Post by zalpha » 22 Mar 2013, 08:51

Brilliant. Those were the issues, and now I can move on to more ships! Twelve ships in, sixty to go.
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