Orbital Barrage spell (release candidate)
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Orbital Barrage spell (release candidate)
http://neoteric.pl/~imbaczek/spring/barrage_proper.avi
Edit: http://www.youtube.com/watch?v=Zas8pFqFM2A
Source soon, with comments and stuff so you all can start to learn how to use this most excellent Lua stuff on the mod rules and units side. There's a lot to learn, but it'll pay off.
Edit: http://www.youtube.com/watch?v=Zas8pFqFM2A
Source soon, with comments and stuff so you all can start to learn how to use this most excellent Lua stuff on the mod rules and units side. There's a lot to learn, but it'll pay off.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
make it have an altitude of like 20^4890 power...imbaczek wrote:Dunno, I know nothing about modding spring, almost everything is lifted from Argh's MegaSheep![]()
BTW glad you like it :)
I'll need to patch spring and add something that makes a unit stay cloaked while firing, because for now the barrager is visible and targettable, which sucks.
lol I'd like to see something actually hit it..

Here's my failed attempt to make a nanoblobz mutator:
http://neoteric.pl/~imbaczek/spring/nanoblobz_lua.zip
Unless someone figures out why AA works and adding dependencies to this smallish file doesn't, the only way to check this out is to unpack nanoblobs into nanoblobs.sdd dir in mods and unpack this little zip there.
Hopefully you can make some use out of this.
http://neoteric.pl/~imbaczek/spring/nanoblobz_lua.zip
Unless someone figures out why AA works and adding dependencies to this smallish file doesn't, the only way to check this out is to unpack nanoblobs into nanoblobs.sdd dir in mods and unpack this little zip there.
Hopefully you can make some use out of this.
No, unfortunately not. Lua AFAIK doesn't have a way to spawn a specific projectile with a given orientation and velocity (trepan: hint hint). The effect has been achieved with a custom gaia unit created by Lua, cloaked, with stealth, flying at high altitude at very low speed and shooting straight down at the target. I needed to patch spring with a tag that allows a unit to not decloak on fire and make startCloaked really mean startCloaked (which is probably wrong, but did the trick for me). Also, other units would _still_ target the invisible unit; I've submitted a patch for that, too. (Don't know if any of them was accepted.)
The countdown on the Lord's command was achieved with a BOS timer function which fired a Lua function every second. See the source package for reference, I put some comments inside.
(Oh, and argh does cool graphics, that's true
Bonus points for making Nanoblobs GPL, so I could hack it and not worry about stupid lawyer stuff.)
The countdown on the Lord's command was achieved with a BOS timer function which fired a Lua function every second. See the source package for reference, I put some comments inside.
(Oh, and argh does cool graphics, that's true

imbaczek
I've already started some work on lua projectile control, but
it is low priority. I'd much prefer to get the unit / feature / misc
stuff cleaned up some more first. I really don't need hints as to
would could or should be done... I've got plenty of ideas all of
my own
You should probably use Spring.SetUnitNoDraw() instead of
cloaking, it completely disables rendering for the unit (for both
cloaked and uncloaked modes).
I've already started some work on lua projectile control, but
it is low priority. I'd much prefer to get the unit / feature / misc
stuff cleaned up some more first. I really don't need hints as to
would could or should be done... I've got plenty of ideas all of
my own

You should probably use Spring.SetUnitNoDraw() instead of
cloaking, it completely disables rendering for the unit (for both
cloaked and uncloaked modes).