Erm, this may be another case of "not worth bothering" for, but some of the currently shipped LUA missionsscripts ( aistartscripttest.lua and missiontest.lua to be precise) don´t work (with XTA) because they use the old TA style names (ARMFAV), while XTA has changed all the names to side_unitname (Arm_Jeffy). Its not much work, so I did it and it works fine and dandy, but I thought it might be good if it were corrected in the official version as well. I´ve uploaded here:
edit: links corrupt.
Reuploaded a zip with a diff for all three scripts :
http://spring.unknown-files.net/file/22 ... pdate.zip/
I also reuploaded the scripts themselves to:
http://spring.unknown-files.net/file/22 ... ntest.lua/
http://spring.unknown-files.net/file/22 ... ttest.lua/
Regards Sean
P.S.
and ordertroops.lua could do with changes to print output (says: write .order 5 ARMSTUMP , when it would now have to be: .order 5 Arm_stumpy), I´ve done that also.
http://spring.unknown-files.net/file/22 ... roops.lua/
LUA missionscripts update
Moderator: Moderators
LUA missionscripts update
Last edited by SeanHeron on 29 Jan 2007, 14:04, edited 1 time in total.
It's nice to commit actually, just one thing I dont like about this whole namechange is that it broke compat between XTA/AA/BA etc. In the past our scripts used to work on each of those mods, but now they're either only AA/BA or only XTA...
So I'd even more prefer a script that tries both names, hence works in both naming schemes, but I'm not sure enough functions are available in the LUA missionscripts to make that...
So I'd even more prefer a script that tries both names, hence works in both naming schemes, but I'm not sure enough functions are available in the LUA missionscripts to make that...
Edit (overworked to be more consise and coherant):
The names I had to change were hardly worth engaging a parser for, but thanks anyway Peetah :).
I agree that not being able to run the scripts on both XTA and BA is a drawback, but thats the facts at the moment. I guess we could try to convince the BA/AA/and LLTA modders to go with the XTA naming convention, that would resolve that again :) (if we offered them the parser, they might not even mind :D ).
But, independent of that, the two scripts that are broken at the moment choose XTA as a mod anyhow, so your not losing anything by commiting them (you´d have to edit the script to choose a different mod, and if you do that then changing the names might not be too difficult either :D ).
By the way thanks for the responses :)
The names I had to change were hardly worth engaging a parser for, but thanks anyway Peetah :).
I agree that not being able to run the scripts on both XTA and BA is a drawback, but thats the facts at the moment. I guess we could try to convince the BA/AA/and LLTA modders to go with the XTA naming convention, that would resolve that again :) (if we offered them the parser, they might not even mind :D ).
But, independent of that, the two scripts that are broken at the moment choose XTA as a mod anyhow, so your not losing anything by commiting them (you´d have to edit the script to choose a different mod, and if you do that then changing the names might not be too difficult either :D ).
By the way thanks for the responses :)
Sorry, I had uploaded to /temporary/ (cause I thought it would make sense for them to be deleted after 7 days) but apparently they got axed quicker...
As I have Smart SVN lying around and today noticed the "make patch" option, I´ve uploaded a zip with a diff as well (not knowing if they will work or are any good). Links see first post.
edit:
PS thanks :D.
As I have Smart SVN lying around and today noticed the "make patch" option, I´ve uploaded a zip with a diff as well (not knowing if they will work or are any good). Links see first post.
edit:
PS thanks :D.
Last edited by SeanHeron on 29 Jan 2007, 23:40, edited 1 time in total.