random enemies script
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random enemies script
I view in the the cvs : "Fixes some bugs and add a random enemies script"
What does it do? (I'm too lazy and certainly too much suxor to understand what it do:there is one week I search how to send order via the minimap and I unterstand nothing ^^)
What does it do? (I'm too lazy and certainly too much suxor to understand what it do:there is one week I search how to send order via the minimap and I unterstand nothing ^^)
From the latest source update:
http://www.epicedit.com/spring.zip
Still digging :)
-Buggi
Always found here:-Adds a random enemies script for those that really want to test in single player. The enemies are read from spawn.txt (frame/enemyname pairs) and spawns at startpos 1-3 randomly
http://www.epicedit.com/spring.zip
Still digging :)
-Buggi
Now that we have this officially released, the question must be asked: What do the numbers mean inside spawn.txt? At first, I assumed they were time limits, where the engine would wait to spawn that particular unit until the given number of seconds had passed. After playing once, though, I found this is most definitely not the case, as I got hit with three brawlers before I could even half-build a vehicle plant (which was the very first thing I told my commander to build). Surely there is a method to the madness.
There also needs to be a way to select Core for the invasion mode. I had to go in and recompile taenheter.ccx with a modded sidedata.tdf to Core it up.
There also needs to be a way to select Core for the invasion mode. I had to go in and recompile taenheter.ccx with a modded sidedata.tdf to Core it up.
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- Posts: 27
- Joined: 31 Dec 2006, 13:22
Also their are the nice LUA startscripts, which can do quite a few interesting things as well. One of them is called "LUA ordertroops" (start it by starting Spring from the proper executable (not the lobby), and then choosing it from the scripts). With Ordertroops you can say in game which troops are to come at you :D.
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- Posts: 27
- Joined: 31 Dec 2006, 13:22
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- Posts: 27
- Joined: 31 Dec 2006, 13:22
Sorry about the wrong name, I had just assumed it would be called the same as the lua file :/ , hope I didn´t give you much grief searching for it (thanks for correcting Peetah).
Penticrack, although I think the Lua startscripts can be used for multiplayer, you´d probably have it easier to typ: .cheat
and then
.give 7 arm_stumpy (thats for XTA)
or in general
.give [howmany] [unitname(as per FBI name)]
Unless of course, you wanted to be allied with your friend and have units sent against you by an "enemy" (I might be able to give you hints for that as well though).
Penticrack, although I think the Lua startscripts can be used for multiplayer, you´d probably have it easier to typ: .cheat
and then
.give 7 arm_stumpy (thats for XTA)
or in general
.give [howmany] [unitname(as per FBI name)]
Unless of course, you wanted to be allied with your friend and have units sent against you by an "enemy" (I might be able to give you hints for that as well though).
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- Posts: 27
- Joined: 31 Dec 2006, 13:22
Edit (what I previously said here was incorrect):
Actually, I think I was mistaken, and at the moment I do not believe you can run a Lua Startscript in a multiplayer game.
Do you have an instant messanger ? Or are you on the TASClient ?
Actually, I think I was mistaken, and at the moment I do not believe you can run a Lua Startscript in a multiplayer game.
Do you have an instant messanger ? Or are you on the TASClient ?
Last edited by SeanHeron on 27 Jan 2007, 02:49, edited 1 time in total.