[Request] Mex Widget/gadget/groupai

[Request] Mex Widget/gadget/groupai

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

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

[Request] Mex Widget/gadget/groupai

Post by Forboding Angel »

For my mod, I need a widget/gadget, that is capable of taking a constructor and telling it where mex spots are and having it build basic mexes there.

This is a gameplay thing that I have wished to have for funta for a really really long time and would be directly included.

Anyone willing to make it?
Last edited by Forboding Angel on 13 Sep 2007, 17:36, edited 2 times in total.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

The hard part is to find an algorithm that can even determine where a metal spot is.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

KDR_11k wrote:The hard part is to find an algorithm that can even determine where a metal spot is.
I did consider that... Would it be possible to use Krogothe's metal ai class?

I dunno, hell I'd settle for a groupai honestly (assuming that I can include groupai's in the mod and have them show up on the ui for players), but widgets seem to be more interactive.

Umm, let me make this clear... Widget/gadget/groupai... I don't care. I jsut want/need this for funta.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

I already have LuaMetalMap.cpp half finished, but the one thing I'm yet to
decide is how to do the caching. It would be nice if maps came with a file
(auto-generated), that already provided the metal type, spot, and area info.
Unlike groupAIs, the information used in the synced part of synced lua scripts
must be ... synced :-)

You really shouldn't distribute groupAI's in a mod, binary compatibility and
all that... (besides ease of use and feature set, that's another reason that lua
widgets are sometimes preferable to groupAIs).
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

krogothes metalclass made finding emtalspots so fast caching was somewhat pointless. AIs still cache the data because theres little point removing it as it takes just about a long to load it up
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Do you have numbers to support that?
milliseconds / map sizes / etc...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Krogoth had timers on hsi code. It was a long long time ago though so itll eb buried in the AI forum.

He firenu and tournesol squeezed every last ounce of performance from that class
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