Mod Question Repository... Questions come in, answers go out - Page 33

Mod Question Repository... Questions come in, answers go out

Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.

Moderator: Moderators

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[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

bobthedinosaur wrote:i think its only mod rules
This also is pretty much what the Wiki says so I now would like to know how to set this up via cob...
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Mod Question Repository... Questions come in, answers go out

Post by rattle »

COBInstance.cpp or ask lurker
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

can you detect a cloak on or off via cob or do you need lua to do that?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Question Repository... Questions come in, answers go out

Post by Argh »

Yes, you can GET CLOAK, which returns the current state of CLOAK, or WANT_CLOAK, that tells you a Unit is currently decloaked but will return to a cloaked state when it next meets the requirements to do so.
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

cool. its just a 1 or 0 return right
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: Mod Question Repository... Questions come in, answers go out

Post by rcdraco »

I have a few problems, I want a barrel to spin once it fires, around the y-axis, then the backend of the barrel will fire, then it will spin to the other side again, presumably jump to 0 to prevent large numbers and spring's hate of them.

Basically it would be a 2 firepoint system, or I could make it one firepoint that doesn't move.

Another thing I don't get, I want a fancy unit to work, after I get the basic scripting down, I'll need help to get the other parts of it done. It will be a tank with 2 forward guns, 1 artillery cannon on top, and side guns with high impulse. The vehicle will be able to go into "flight mode" when it's turned on, at the cost of energy and metal, while on ground, it will sink slightly, then move on the water's surface, and if it's in flight mode, it will continue to "fly" over it. I'll get back to you on this model if I have trouble with it. I mainly need to know, how do I make it know it's entered or exited water?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod Question Repository... Questions come in, answers go out

Post by smoth »

Hmph.

the first one is doable with a script.. but I'll not write it for you.

the second... look at the kampfer of gundam rts. whos script is conveniently in the mod resource thread. :P.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: Mod Question Repository... Questions come in, answers go out

Post by rcdraco »

I wasn't asking you to write anything, I was saying that I can't make it spin, nor does it turn after firing.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod Question Repository... Questions come in, answers go out

Post by smoth »

there is code that is called when the weapon is fired. you can make your spin call there. really it isn't hard. unless I misunderstand your question it really isn't too bad and probably easier then you think.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Mod Question Repository... Questions come in, answers go out

Post by Pxtl »

Sounds like he just wants to make a Buzzsaw.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Mod Question Repository... Questions come in, answers go out

Post by lurker »

You can set all the flankingbonus settings in the fbi or with the script. You can only set the default mode in modrules, and I'm sorry for that lacking.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: Mod Question Repository... Questions come in, answers go out

Post by rcdraco »

Pxtl wrote:Sounds like he just wants to make a Buzzsaw.
rcdraco wrote:I want a barrel to spin once it fires, around the y-axis
Buzzsaw turns on the X-axis, mine will reuse the same barrel on firing, more or less as a fancy cooling system, and because it'll look cool. :D
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mod Question Repository... Questions come in, answers go out

Post by Forboding Angel »

rcdraco wrote:I wasn't asking you to write anything, I was saying that I can't make it spin, nor does it turn after firing.

Umm look in the cpweapon.bos on the evo svn (evolutionrts.info), you can pretty much copy pasta it as it looks very much believeable.

Umm in aim weapon it should be something to the tune of:

spin piecenum speed <100.000000>; // pick a number

Then in restoreafterdelay it would be something like:

stop-spin piecenum speed <20.000000>; //pick another number, generally slower than the spin up speed.

Make sure you look in the bos file tho as that syntax might be a little messed up cause I'm writing it from memory.

edit: grabbed the direct svn link this time: http://trac2.assembla.com/EvolutionRTS
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Mod Question Repository... Questions come in, answers go out

Post by Pressure Line »

i wrote a script to do this, its in this forum *somewhere*
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod Question Repository... Questions come in, answers go out

Post by smoth »

then use turn on y, what is the problem?
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: Mod Question Repository... Questions come in, answers go out

Post by rcdraco »

Music ingame? How possible is this, and what do I need to do to get it.
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

music in game huh? try http://www.winamp.com/player
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: Mod Question Repository... Questions come in, answers go out

Post by rcdraco »

Binded to the mod at the least. It's mod question repository, not help/bugs.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Mod Question Repository... Questions come in, answers go out

Post by REVENGE »

New question:

What is the difference between VETERAN_LEVEL (a cob call) and experience? Is there a way to convert between the two? If possible, can I get the VETERAN_LEVEL directly using lua?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

Er, why would there be a difference? VETERAN_LEVEL lists the experience value multiplied by 100 (because COB doesn't do decimals).
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