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Poop's Naruto model is a good example of that technique. Though the surface you paint the hand onto shouldn't be a simple cube.
Well, buildings have other properties than not moving, such as:
- Buildings can build units without having to select where first.
- Buildings default mass is ultra heavy, so they don't get pushed, blown, or transported.
- Buildings never try to move into range.
- Buildings have yardmaps (albeit that one is not supported by Spring (beside factory opening)).
- Buildings transmit their move/patrol orders list to their descendants.
- Buildings cannot use their nanolathe for anything else than building what they build.
....
- Buildings can build units without having to select where first.
- Buildings default mass is ultra heavy, so they don't get pushed, blown, or transported.
- Buildings never try to move into range.
- Buildings have yardmaps (albeit that one is not supported by Spring (beside factory opening)).
- Buildings transmit their move/patrol orders list to their descendants.
- Buildings cannot use their nanolathe for anything else than building what they build.
....
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
(copy and pasted)
Well this sure is wierd
Having updated the tga files (they were incomplete), the texture now no longer appears.
All the pieces are in the right place, and the textures do appear when reflected in water. Equally unusual is that the collision sphere only appears in the reflections too
It worked fine before I updated the tga files. Each one is set up as it should be.
The model also has a specified centre, collision sphere radius and height (so it shouldn't be underground)
A transparent but correct version of the texture can also be seen when you place it down to be build by a mobile con. It's the 'unaltered version', so to speak, that refuses to appear
Reverting back to the WIP texture works. Well, I say works: the texture appears normally, but it's the old WIP, which is crap

EDIT: Fixed by changing texture names. Does spring cache these textures or something?
Well this sure is wierd
Having updated the tga files (they were incomplete), the texture now no longer appears.
All the pieces are in the right place, and the textures do appear when reflected in water. Equally unusual is that the collision sphere only appears in the reflections too
It worked fine before I updated the tga files. Each one is set up as it should be.
The model also has a specified centre, collision sphere radius and height (so it shouldn't be underground)
A transparent but correct version of the texture can also be seen when you place it down to be build by a mobile con. It's the 'unaltered version', so to speak, that refuses to appear
Reverting back to the WIP texture works. Well, I say works: the texture appears normally, but it's the old WIP, which is crap
EDIT: Fixed by changing texture names. Does spring cache these textures or something?
How should I script to aim for 5 weapons?
Then, just like that, except change the name (br) and change AimWeapon1 to weapon2? How does it know what weapon2 is? It reads weapon2 from FBI?
Code: Select all
AimWeapon1(Heading,Pitch)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
turn br to y-axis heading speed <70.0000>;
turn br to x-axis <0.000000> - pitch speed <70.000000>;
}
Is it possible that when you launch spring with a script. (spring.exe script.txt) that you can send variables for the script to use from another program or even in the command line?
these variables would be things like the number of units the player has, etc.
to give you a better idea of what i'm doing, I would like to use the spring engine for battles, but i would like to use a separate GUI for base building/player management/battle selection. The other GUI would probably be done in Flash.
If anyone has played X-com, then you'll have a good idea of what I'm aiming for.
Basically, from the Flash GUI I want the player to be able to send a transport full of units (each with their own stats/weapons/names) and "drop" them onto the battlefield, being Spring. Then, once the mission was over, I would need spring to return stats from the battle.
thanks in advance for any help.
these variables would be things like the number of units the player has, etc.
to give you a better idea of what i'm doing, I would like to use the spring engine for battles, but i would like to use a separate GUI for base building/player management/battle selection. The other GUI would probably be done in Flash.
If anyone has played X-com, then you'll have a good idea of what I'm aiming for.
Basically, from the Flash GUI I want the player to be able to send a transport full of units (each with their own stats/weapons/names) and "drop" them onto the battlefield, being Spring. Then, once the mission was over, I would need spring to return stats from the battle.
thanks in advance for any help.
Category is used by BadTargetCategory, OnlyTargetCategory and some CTRL+sumthing selection hotkeys.
TEDClass is not used by TA, it only tells the TA map editor which tab to file the unit under. For some strange reason Spring reads it to determine what's a mobile builder and what's a factory (in TA the BMcode tag did just that). For the latter it has to be set to PLANT. All other values are meaningless.
TEDClass is not used by TA, it only tells the TA map editor which tab to file the unit under. For some strange reason Spring reads it to determine what's a mobile builder and what's a factory (in TA the BMcode tag did just that). For the latter it has to be set to PLANT. All other values are meaningless.