XTA unit restriction

XTA unit restriction

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SevenArm23
Posts: 48
Joined: 08 Mar 2013, 16:07

XTA unit restriction

Post by SevenArm23 »

Is there a unit restriction in the XTA mod.
I saw there is in BA.


PS: Sorry for my English
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: XTA unit restriction

Post by Silentwings »

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).
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: XTA unit restriction

Post by Jools »

What do you mean with unit restriction? You can disallow some specific units in game options (however autohosts don't support this option).
SevenArm23
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Joined: 08 Mar 2013, 16:07

Re: XTA unit restriction

Post by SevenArm23 »

Yes. How can I disallow some spectific units in a singleplayer XTA game?
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: XTA unit restriction

Post by Jools »

It depends on what lobby you use.
SevenArm23
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Joined: 08 Mar 2013, 16:07

Re: XTA unit restriction

Post by SevenArm23 »

I use SpringLobby.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: XTA unit restriction

Post by knorke »

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?
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: XTA unit restriction

Post by Jools »

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.
SevenArm23
Posts: 48
Joined: 08 Mar 2013, 16:07

Re: XTA unit restriction

Post by SevenArm23 »

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.
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NeonStorm
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Joined: 23 May 2012, 18:36

Re: XTA unit restriction

Post by NeonStorm »

A disabled nuke silo should also disable the anti - makes no sense to build it without nukes.

That makes it broken anyway
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Jools
XTA Developer
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Re: XTA unit restriction

Post by Jools »

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.
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zwzsg
Kernel Panic Co-Developer
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Re: XTA unit restriction

Post by zwzsg »

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?
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.
(I don't really know, it's just my theory from having the similar symptom in another mod at another time)
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: XTA unit restriction

Post by Jools »

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.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: XTA unit restriction

Post by knorke »

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?
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Deadnight Warrior
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Joined: 08 Jun 2009, 17:59

Re: XTA unit restriction

Post by Deadnight Warrior »

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.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: XTA unit restriction

Post by Jools »

Spring.GetModOptions is indeed nil for unitsync, but that doesn't fix the problem according my my tests.
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