Battle tactics style mods? Multiple starting units; no com?
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- hughperkins
- AI Developer
- Posts: 836
- Joined: 17 Oct 2006, 04:14
Battle tactics style mods? Multiple starting units; no com?
What are the possibilities for creating a mod with multiple starting units, eg 10 flashes, and no commander?
- hughperkins
- AI Developer
- Posts: 836
- Joined: 17 Oct 2006, 04:14
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- hughperkins
- AI Developer
- Posts: 836
- Joined: 17 Oct 2006, 04:14
Ok. How difficult would it be to make it work with startscript-based multiplayer?
Currently, the script in startscripts is only loaded on request by starting spring.exe. How difficult would it be to make the startscripts in a mod run automatically? (or a different directory perhaps, or specify in startscript.tdf perhaps)
Currently, the script in startscripts is only loaded on request by starting spring.exe. How difficult would it be to make the startscripts in a mod run automatically? (or a different directory perhaps, or specify in startscript.tdf perhaps)
We can probably do it already using spring on a lan. Just take out the singleplayer line in the lua and get it to spawn some units. Everybody then connects in manually (using the "type the ip" method) and presto you have your game.
See how much interest there is and maybe I'll do one. Prob won't work through the lobby though.
We already have an active thread going on the lua stuff:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7790
this ones more like a general discussion thread than a mods thread isn't it
See how much interest there is and maybe I'll do one. Prob won't work through the lobby though.
We already have an active thread going on the lua stuff:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7790
this ones more like a general discussion thread than a mods thread isn't it
- hughperkins
- AI Developer
- Posts: 836
- Joined: 17 Oct 2006, 04:14
It could be fun to get this to work using the lobby for WAN-play, and to allow AIs to be used, for bot vs bot matches.
Here's a patch to allow the startscript to be specified in script.txt:
http://manageddreams.com/csai/startscript.diff
You can add a new line to the game section "scriptname=Commanders;" or specify a different script.
Here's a patch to allow the startscript to be specified in script.txt:
http://manageddreams.com/csai/startscript.diff
You can add a new line to the game section "scriptname=Commanders;" or specify a different script.