XTA unit restriction
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- Posts: 48
- Joined: 08 Mar 2013, 16:07
XTA unit restriction
Is there a unit restriction in the XTA mod.
I saw there is in BA.
PS: Sorry for my English
I saw there is in BA.
PS: Sorry for my English
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: XTA unit restriction
There is no unit restriction in BA, except for the option to set a maximum total units per player. Lobbies allow you the option of restriction units (regardless of the game).
Re: XTA unit restriction
What do you mean with unit restriction? You can disallow some specific units in game options (however autohosts don't support this option).
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- Posts: 48
- Joined: 08 Mar 2013, 16:07
Re: XTA unit restriction
Yes. How can I disallow some spectific units in a singleplayer XTA game?
Re: XTA unit restriction
It depends on what lobby you use.
Re: XTA unit restriction
Just tested with XTA 9.731 and in springlobby the list of units is just empty.
Oldest version I have (9.715 beta) is like this too.
Some other mods also do not show unitlist: tutomod36, Spring1944 v1.62, NOTA 1.80
Maybe those mods have something that springlobby does not like?
Oldest version I have (9.715 beta) is like this too.
Some other mods also do not show unitlist: tutomod36, Spring1944 v1.62, NOTA 1.80
Maybe those mods have something that springlobby does not like?
Re: XTA unit restriction
I tested XTA 9.71 and it has a list of units you can disable. It seems this option has been broken in later versions, we have to investigate it.
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- Posts: 48
- Joined: 08 Mar 2013, 16:07
Re: XTA unit restriction
Ah ok. I play now XTA 9.731. I don t know that 9.71 has a list of units.
But I m waiting for the new version.
But I m waiting for the new version.
Re: XTA unit restriction
A disabled nuke silo should also disable the anti - makes no sense to build it without nukes.
That makes it broken anyway
That makes it broken anyway
Re: XTA unit restriction
It makes no sense to build antis without nukes, but it's up to the user to judge (and learn) what is a good construction project and what is not. I don't think this should be managed on game level.
Re: XTA unit restriction
It's not SpringLobby. It's because the mod have something in their /gamedata/post_*.lua things that breaks when mod option are not set, so unitsync can't build the unit list.knorke wrote:Just tested with XTA 9.731 and in springlobby the list of units is just empty.
Oldest version I have (9.715 beta) is like this too.
Some other mods also do not show unitlist: tutomod36, Spring1944 v1.62, NOTA 1.80
Maybe those mods have something that springlobby does not like?
(I don't really know, it's just my theory from having the similar symptom in another mod at another time)
Re: XTA unit restriction
Yes, thank you. I've been bisecting the error by using xta 9.71 and gradually adding things until the list breaks. It was a commit involving weaponsdefs_post.
But when using the good weaponsdefs_post with current xta, the list still breaks, so there are more instances where this breaks I can conclude.
But when using the good weaponsdefs_post with current xta, the list still breaks, so there are more instances where this breaks I can conclude.
Re: XTA unit restriction
Hm, you mean modOptions being nil, like when spring.exe is run without lobby?
To test theory try adding something like bla=SpringGetModOptions().wupblub to a working game and see if it breaks.
Imo it would be somewhat strange: The modoptions are already visible to player in lobby so them being nil would be strange.
And then mod should fail with direct launch spring.exe too?
To test theory try adding something like bla=SpringGetModOptions().wupblub to a working game and see if it breaks.
Imo it would be somewhat strange: The modoptions are already visible to player in lobby so them being nil would be strange.
And then mod should fail with direct launch spring.exe too?
- Deadnight Warrior
- Posts: 183
- Joined: 08 Jun 2009, 17:59
Re: XTA unit restriction
Spring.exe and unitsync.dll don't have the same Spring.XXX functions available.
So it may happen that everything works fine for spring, but fails in unitsync. See unitsync.log for details, if there are any.
So it may happen that everything works fine for spring, but fails in unitsync. See unitsync.log for details, if there are any.
Re: XTA unit restriction
Spring.GetModOptions is indeed nil for unitsync, but that doesn't fix the problem according my my tests.