BA Chicken Defense V2.56 (BA7.81) - Page 14

BA Chicken Defense V2.56 (BA7.81)

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dcore221
Posts: 110
Joined: 09 Jul 2010, 19:53

Re: BA Chicken Defense V2.15 (BA720)

Post by dcore221 »

here are the bad units if anyone wants to take a look?

chickena1.lua
http://pastebin.com/7RRahU4p

chickena2.lua
http://pastebin.com/gcYtFTBe

chickenp1.lua
http://pastebin.com/3N0LvuUz

chickenr1.lua
http://pastebin.com/jMB7UsxA

chickenr2.lua
http://pastebin.com/nFnTBX5h

chickenr3.lua
http://pastebin.com/he58cCZA

and a minor artifact with chicken_dodo2.lua
http://pastebin.com/5xs3J6PY
Image

ImageShack.us
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very_bad_soldier
Posts: 1384
Joined: 20 Feb 2007, 01:10

Re: BA Chicken Defense V2.15 (BA720)

Post by very_bad_soldier »

dcore221 wrote: also my team spawns 2 commanders

any ideas?
BA750 includes a new gadget for spawning initial commanders. game_initial_spawn.lua by Niobium. Chickens also includes the old spawn gadget ending up in spawning two commanders.
You will probably want to modify chickens to also use Nio's new spawn gadget. Just my guess though...
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Zydox
Lobby Developer
Posts: 453
Joined: 23 May 2006, 13:54

Re: BA Chicken Defense V2.15 (BA720)

Post by Zydox »

Keep up the job with trying to fix CD for BA7.50, I've missed it but been to lazy to do anything myself... :oops:
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smoth
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Joined: 13 Jan 2005, 00:46

Re: BA Chicken Defense V2.15 (BA720)

Post by smoth »

Can someone tell me if ba/ba chickens is using a modified unitdefs parsing lua? because that could explain why he is getting no errors with the chickens unit defs. IIRC chickens should not have any gamedata/unitdefs*.lua
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dansan
Server Owner & Developer
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Joined: 29 May 2010, 23:40

Re: BA Chicken Defense V2.15 (BA720)

Post by dansan »

smoth wrote:Can someone tell me if ba/ba chickens is using a modified unitdefs parsing lua? because that could explain why he is getting no errors with the chickens unit defs. IIRC chickens should not have any gamedata/unitdefs*.lua
There is no such file inside bachickens215ba720.sdz
In BA720.sdz (dependency of bachickens215) there is gamedata/unitdefs_post.lua.
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dcore221
Posts: 110
Joined: 09 Jul 2010, 19:53

Re: BA Chicken Defense V2.15 (BA720)

Post by dcore221 »

thanks bad_soldier that worked it fixed player resources too :]

i have fixed the bad units and everything seems to be working, the only thing is the chicken commander self destroying at the start if we can fix that think it will be ready for testing :mrgreen:
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dcore221
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Re: BA Chicken Defense V2.15 (BA720)

Post by dcore221 »

any suggestions im totally stuck :(
Attachments
bachickens216ba750.sdz
(4.35 MiB) Downloaded 48 times
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dcore221
Posts: 110
Joined: 09 Jul 2010, 19:53

Re: BA Chicken Defense V2.15 (BA720)

Post by dcore221 »

the error has been fixed with some help, it is now possible to play but i get this error mid-game
any ideas?

Code: Select all

[f=0071700] LuaRules::RunCallIn: error = 2, UnitDestroyed, [string "LuaRules/Gadgets/unit_spawner_defense.lua"]:1201: DestroyUnit() recursion is not permitted
stack traceback:
	[C]: in function 'DestroyUnit'
	[string "LuaRules/Gadgets/unit_spawner_defense.lua"]:1201: in function 'UnitDestroyed'
	[string "LuaRules/gadgets.lua"]:1248: in function <[string "LuaRules/gadgets.lua"]:1245>
	(tail call): ?
	[C]: in function 'DestroyUnit'
	[string "LuaRules/Gadgets/unit_spawner_defense.lua"]:358: in function 'KillOldChicken'
	[string "LuaRules/Gadgets/unit_spawner_defense.lua"]:1037: in function 'GameFrame'
	[string "LuaRules/gadgets.lua"]:931: in function <[string "LuaRules/gadgets.lua"]:929>
	(tail call): ?
unit_spawner_defense.lua
http://pastebin.com/HhjtE8tA

gadgets.lua
http://pastebin.com/rgDZUCaj
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: BA Chicken Defense V2.15 (BA720)

Post by hoijui »

when you want to destroy a unit when an other unit was destroyed, i think you have to set a flag, and actually delete it the next time update is called (or something like that).
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: BA Chicken Defense V2.20 (BA750)

Post by TheFatController »

Didn't realise the changes to BA would make updating this a pain in the ass however I have spent this afternoon fixing it (plus a few small changes), see OP for download link.
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: BA Chicken Defense V2.20 (BA750)

Post by KaiserJ »

tyvm sir!
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Zydox
Lobby Developer
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Re: BA Chicken Defense V2.20 (BA750)

Post by Zydox »

TheFatController wrote:Didn't realise the changes to BA would make updating this a pain in the ass however I have spent this afternoon fixing it (plus a few small changes), see OP for download link.
<3
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: BA Chicken Defense V2.25 (BA750)

Post by TheFatController »

Updated with a load of tweaks and changes
http://springfiles.com/spring/games/ba- ... -defense-1
Changelog 2.25 (BA750)
- Bit more variation in chicken size / colour
- A few new chicken types!
- Rebalanced most waves with various tweaks to squads/types
- Queen is larger, more effective against Air (2.20 failed to include BA's new air classes on her weapons)
- Queen behaviour & squad spawning altered
- Possibly more changes I forgot (also added an easter egg..!)
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abma
Spring Developer
Posts: 3601
Joined: 01 Jun 2009, 00:08

Re: BA Chicken Defense V2.25 (BA750)

Post by abma »

lua-errors in BA Chicken Defense V2.25 (BA7.50):

http://pastebin.com/c0w6tFsQ
snipped part:

Code: Select all

[f=0046912] LuaRules::RunCallIn: error = 2, UnitDestroyed, [string "LuaRules/Gadgets/unit_spawner_defense.lua"]:1234: DestroyUnit() recursion is not permitted
stack traceback:
        [C]: in function 'DestroyUnit'
        [string "LuaRules/Gadgets/unit_spawner_defense.lua"]:1234: in function 'UnitDestroyed'
        [string "LuaRules/gadgets.lua"]:1248: in function <[string "LuaRules/gadgets.lua"]:1245>
        (tail call): ?
        [C]: in function 'DestroyUnit'
        [string "LuaRules/Gadgets/teamcomends.lua"]:45: in function 'GameFrame'
        [string "LuaRules/gadgets.lua"]:931: in function <[string "LuaRules/gadgets.lua"]:929>
        (tail call): ?
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abma
Spring Developer
Posts: 3601
Joined: 01 Jun 2009, 00:08

Re: BA Chicken Defense V2.25 (BA750)

Post by abma »

doesn't work with current release...
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dcore221
Posts: 110
Joined: 09 Jul 2010, 19:53

Re: BA Chicken Defense V2.25 (BA750)

Post by dcore221 »

Code: Select all

[f=0008400] Error: LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/unit_spawner_defense.lua"]:621: 'for' limit must be a number
stack traceback:
	[string "LuaRules/Gadgets/unit_spawner_defense.lua"]:621: in function 'SpawnBurrow'
	[string "LuaRules/Gadgets/unit_spawner_defense.lua"]:1139: in function 'GameFrame'
	[string "LuaRules/gadgets.lua"]:931: in function <[string "LuaRules/gadgets.lua"]:929>
	(tail call): ?
[f=0008410] Error: LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/unit_spawner_defense.lua"]:621: 'for' limit must be a number

Code: Select all

616    if (blocking == 2) and (burrowSpawnType == "avoid") then
617      local proximity = GetUnitsInCylinder(x, z, minBaseDistance)
618      local vicinity = GetUnitsInCylinder(x, z, maxBaseDistance)
619      local humanUnitsInVicinity = false
620      local humanUnitsInProximity = false
621      for i=1,vicinity['n'],1 do

Code: Select all

1136    if (burrowCount < minBurrows) or (burrowSpawnTime <  (t - timeOfLastSpawn) and burrowCount < maxBurrows) then 
1137      if firstSpawn then
 1138       for i = 1,math.min(math.ceil((SetCount(humanTeams) * 1.5)) + gracePenalty, 40),1 do
1139          SpawnBurrow()
1140        end

Code: Select all

927  if (unitDefID == LOBBER) then
928    local nSpawn = false
929    if ((GetUnitHealth(unitID) < 2475) and (damage < (2000 + 930mRandom(1,500)))) then nSpawn = true end
930    if ((JUNO[weaponID]) and (mRandom(1,2) == 1)) then nSpawn = true end
931    if nSpawn then 
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: BA Chicken Defense V2.25 (BA750)

Post by knorke »

621 for i=1,vicinity['n'],1 do
->
for i=1,#vicinity,1 do
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dcore221
Posts: 110
Joined: 09 Jul 2010, 19:53

Re: BA Chicken Defense V2.25 (BA750)

Post by dcore221 »

Thanks knorke :-)
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FabriceFABS
Posts: 351
Joined: 28 Jul 2010, 16:20

Re: BA Chicken Defense V2.25 (BA750)

Post by FabriceFABS »

Thx knorke
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Zydox
Lobby Developer
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Joined: 23 May 2006, 13:54

Re: BA Chicken Defense V2.25 (BA750)

Post by Zydox »

Any new update for BA 7.63 on it's way? :-)
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