I'm don't think this really goes here, but it doesn't seem to fit better anywhere else.
Anyway, so now that we have our unit in s3o format(yes i finally figured all that stuff out) it is time to move on to the scripting and all that jazz.
Firstly, I can veiw tdf and fbi files with notepad. But what utilities are required to write them? Can I just write them in notepad?
Secondly, since it doesnt look like spring will be implenting skeletal animation anytime soon, what would be the best way to go about it? I've been toying with servo and I'm kinda hoping there might be an easier way.
Finally, to get a unit to show up in game and function the bare requirements would be. modinfo tdf. a unit script,(just cob? or do I need bos too?) and the s3o in the 3dobjs file, yes?
Any help is of course,is always appreciated.
New problems new questions...
Moderators: MR.D, Moderators
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
firstly, read the 'how to make a mod' post Smoth put in the mods forum
for .FBI's it's best to copy another and rewrite it for yourself altering/adding the stats. wordpad/notepad can do this fine.
.cob are compiled .bos files
i don't think you need anything aside from the unit fbi, script and the model to use a unit, assuming that its weapon is listed in the weapons.tdf
type .cheat and then .give UNITNAME to play with the unit
aside from that i can't tell you much
for .FBI's it's best to copy another and rewrite it for yourself altering/adding the stats. wordpad/notepad can do this fine.
.cob are compiled .bos files
i don't think you need anything aside from the unit fbi, script and the model to use a unit, assuming that its weapon is listed in the weapons.tdf
type .cheat and then .give UNITNAME to play with the unit
aside from that i can't tell you much
- ApathyZer0
- Posts: 22
- Joined: 08 Jul 2006, 12:10
Read it the first day it came out, however I will read it again if it has the specifications I'm looking for.
Ok, I was planning on stealing...erm borrowing a script anyway so I guess I'll go after the FBI as well.
I know that cob are compiled bos,(My bad I didn't really clarify on what I meant.) what I meant was some mods(EE for example) have both cob and bos in the scripts folder. I wasn't sure if this was needed or if it was there to make it easier to modify or something along those lines. Judging from your answer I'll assume that only cob. are actually required to make the unit function.
Hmm, another thought. Since resources on unit scripting are rather limited, would it be of any value to go through some of the old TA tutorials? Spring uses the same setup for the most part.(Except for the tags.) Could I maybe pick up a trick or two there or would I be wasting my time?
And thank you for the response unpossible.
Ok, I was planning on stealing...erm borrowing a script anyway so I guess I'll go after the FBI as well.
I know that cob are compiled bos,(My bad I didn't really clarify on what I meant.) what I meant was some mods(EE for example) have both cob and bos in the scripts folder. I wasn't sure if this was needed or if it was there to make it easier to modify or something along those lines. Judging from your answer I'll assume that only cob. are actually required to make the unit function.
Hmm, another thought. Since resources on unit scripting are rather limited, would it be of any value to go through some of the old TA tutorials? Spring uses the same setup for the most part.(Except for the tags.) Could I maybe pick up a trick or two there or would I be wasting my time?
And thank you for the response unpossible.
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
that's right, only the .cobs are necessary, but the compliler/decompiler tends to forget the names of variables when you turn .cobs into .boss. it's easier to leave the .bos files lying about as they're quick & easy to change.
have a look at the wiki, the TADesign tutorial has a list of all the TA things that the .bos scripts can use - i don't think there are many more for spring
have a look at the wiki, the TADesign tutorial has a list of all the TA things that the .bos scripts can use - i don't think there are many more for spring
Spring unit scripting is the same as the original TA.
You need to read all the scripting tutorials and, firstly of all, unpack scripts or..if you have the original Total Annihilation, read directly from the unpacked file through notepad the BOS files to learn what they are and works.
Dont try to make kbots at first
The walking scripting is very complicated.
Until now the best tutorial for newbies is one from Alakbar.Maestros TA-Designer tuts are for very specific creations.
Progs for unpack, scripting and "Cobblering" are also in FileUniverse - TA.
DuGratz, le pirate.
All Bugfix BOS scripts
http://www.fileuniverse.com/?p=showitem&ID=306
Alakbar ones
http://www.fileuniverse.com/?p=download ... zip&ID=124
You need to read all the scripting tutorials and, firstly of all, unpack scripts or..if you have the original Total Annihilation, read directly from the unpacked file through notepad the BOS files to learn what they are and works.
Dont try to make kbots at first

Until now the best tutorial for newbies is one from Alakbar.Maestros TA-Designer tuts are for very specific creations.
Progs for unpack, scripting and "Cobblering" are also in FileUniverse - TA.
DuGratz, le pirate.

All Bugfix BOS scripts
http://www.fileuniverse.com/?p=showitem&ID=306
Alakbar ones
http://www.fileuniverse.com/?p=download ... zip&ID=124
- ApathyZer0
- Posts: 22
- Joined: 08 Jul 2006, 12:10
No problem. I also suggest downloading LazyScriptor and building your first model (a basic tank, heh) with it, to teach yourself the relationship between things in a more intuitive way. Also, once I have calmed down the development of NanoBlobs a bit, I will be commenting the BOS's a bit more, to help newbies.
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24