LuaRules Demo Gadgets

LuaRules Demo Gadgets

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

LuaRules Demo Gadgets

Post by trepan »

Here's a zipfile with that contains the basic setup for synced script gadgets:
http://trepan.homelinux.net/spring/LuaR ... adgets.zip

This package contains the following demos (some of them are not finished):
cmd_doline.lua
cmd_nocost.lua
share_allied.lua
share_delayed.lua
share_resources.lua
unit_morph.lua
unit_stealth.lua

To try it out, you'll first need the recent SVN build: (r3719 or later)
http://www.osrts.info/~buildbot/spring/executable/
http://www.osrts.info/~buildbot/spring/ ... wlibs/dll/

Unpack the zipfile in your SPRING directory, then start a single player game.
Use the AA or BA mods if you want to try out the unit morphing gadget, as it
has been configured for the armcom / corcom unit names. You can change
this by editing: LuaRules/Configs/morphdefs.lua.

Because synced scripts normally run their code from the mod's package (and
are forced to do so), you'll have to do this bit of setup to put the script into dev
test mode:
.cheat 1
.devlua 1
.luarules reload


Once it's running, the following new commands will be available:
.luarules help [command name]
.nc { reversible nocost }
.shareally { control sharing to non-allied teams }
.sharedelay {delayed unit sharing for comm-ends games }
.stopshare { cancel command for delayed sharing }

All units will get the Stealth command from the unit_stealth.lua gadget.

The main AA/BA construction units, mexes, solar collectors, and radar
towers get the Morph command from unit_morph.lua
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

so ewhm this can be included in mods?
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Because synced scripts normally run their code from the mod's package
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

WOOT, so I can officialy call my project a package?
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Forbidden
You don't have permission to access /~buildbot/spring/build/mingwlibs/dll/ on this server.


and when i run the new exe it says i need a dll, so i figured i go download it.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

NOiZE wrote:Forbidden
You don't have permission to access /~buildbot/spring/build/mingwlibs/dll/ on this server.


and when i run the new exe it says i need a dll, so i figured i go download it.
My bad, the domain points to a new server since yesterday and apparently I messed up the permissions of /build/ directory on that server. Will fix ASAP.

In the mean time you can use http://server3.unknown-files.net/~build ... wlibs/dll/ (other server, but same files)
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Um, trepan, where can I get these files again?
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

The first link should work again for a little while. I'll be moving
everything from the trepan.homelinux.net machine to another
machine soon.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

I don't understand, are those options that are available to the host if they're in the mod? Or will the mod choose if they're on/off?

Edit: talking about the . commands
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