I know a little code, keyword little, and I can understand most code if I stare at it long enough... (but bare with me, I'm using laymans terms for code commands because frankly, I'm not famaliar with the correct commands)
I also know that if you plan what you want to code before you start writing the code, it comes out faster, cleaner, and runs well, bug-free and more efficently.
anyways, I have some ideas on Lua scripts to implement... nearly to the point of scripted features... (which, I could to technically)...
my ideas are as follows:
(they all follow one another as a train of thought...)
Idea 1-
The map tdf itself, can it be setup to call a lua script from launch?
if so, how hard would that be?
(line within map.tdf file)
callscript=mapname.lua
callscript=userpref.lua
Idea 2-
Within the mapname.lua script it scans the map for current map features and runs any scripts associated with them. and also runs any lua scripts added to the userpref.lua (user run scripts for transport loading, queue changing, font whatever, etc...)
Idea 3-
within the feature.tdf there is the featuretype line, that runs an associated lua script per featuretype... wether it be an animation, a "grow", a damaging script, resource giving, whatever, creativity is the limit..
(line within feature.tdf file)
featuretype=(XXX) where xxx is a number 001 - 999
Idea 4-
Specific scripts per featuretype: (this is the biggest part I'm going to need help with)
1- grow
2- return fire
3- add weapontype (I.E. shielding or something)
4- add ai script (neutral compounds of un-civilized on maps)
5- give damage
6- give expierence (expierence crates for units!!!)
7- generate effects
8- teleportation (will use the .give and .take commands)
9- change terrain
etc... the imagination is the limit....
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but yeah, all and all, can a map START a lua script? if not, who wants to code it? if so, who is willing to help me script MAPS! muuu huuu HAAAA!
