Mod Question Repository... Questions come in, answers go out - Page 37

Mod Question Repository... Questions come in, answers go out

Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.

Moderator: Moderators

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El Idiot
Posts: 147
Joined: 01 Feb 2007, 00:58

Re: Mod Question Repository... Questions come in, answers go out

Post by El Idiot »

I've been playing Warzone 2100 Beta4 a bit lately. They have a semi-working code for multiple weapons per unit. They plan to add ships eventually.

A base ship body with player determined weapons. I've seen some TA units before with changeable weapons. I was curious how difficult it would be to have blank ships with a "build ____ turret" option, which would nanolathe a turret to itself. Sort of like the nano turrets already in some mods.

I'd love to see that in some naval mods.
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Mod Question Repository... Questions come in, answers go out

Post by Evil4Zerggin »

It wouldn't be terribly difficult (show/hide in COB and return values in FireWeapon() to enable/disable weapons, plus buttons via Lua). Alternately, one could make turret units and use the fire platform tag.
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

bah.. sorry for the rez.. but newbs like me need to ask dumb questions:

does any one have some sort of explanation or documentation on the what you need for a unit to transform itself? ive been looking at the many mods CA, 1944, ect. trying to reverse learn but i cant figure it out.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

If you're talking about unit morphing you need the unit_morph gadget plus the respective config file (which is quite self-explanatory). You can find both in the LuaRules directory. To get that working in 0.77 I also needed to replace those Lua files you find right in the directory (like actions.lua, callins.lua with a recent version I took from CA)...
Last edited by [Krogoth86] on 11 Oct 2008, 22:42, edited 1 time in total.
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

where is the config file? rrr the file with the list specifics ie: 'unit A morphs into unit B'
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

LuaRules -> Configs -> morph_defs.lua

It's quite self evident and has many examples so you should pretty much immediately understand how that config file works...
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

ty
exactly what i was searching for
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

Is it possible to enforce not drawing projectiles on the minimap on a mod-defined basis? Did anyone try if disabling can increase performance (as big explosions spawn lots of "radar particles" too whose movement calculations may eat some performance)?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Mod Question Repository... Questions come in, answers go out

Post by Warlord Zsinj »

Anyone had a play around with the new gunship tags in 77b5? Anyone able to correct gunship's moronic behaviour?
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

Well I've got a problem with compiling scripts for s3o models. When I change some things on let's say one of the scripts for Mr. D's models the piece movement distances are totally messed up i.e. too far...

I'm using Scriptor and the linear constant is at 163840.0 as told so is there a different one you should use to translate Upspring and ingame distances 1:1 ?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

Well, if you try any of my scripts you need a linear constant of 65536, maybe other people use that too...
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

Thanks - that was the needed value to work with Upspring's measurement...
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

ran into a problem. im trying to make an on/off switch work for an air unit to trigger different fighting modes (change the speed and weapons), but i think the taking off messes up the on/off activation call in the bos.. any suggestions for a work around?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

THIS includes a simple toggle button gadget. The unit that uses it is the longbow.
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

which mod?

did the 'this' not work?
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Re: Mod Question Repository... Questions come in, answers go out

Post by Archangel of Death »

Bob, viewtopic.php?f=14&t=14192 :wink:
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Mod Question Repository... Questions come in, answers go out

Post by lurker »

THIS. It's a mod; one that Happens In Space.
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

okay that is "THIS" i thought it was a bad hyperlink :P

anyhow i opened up kdr's longbow script took a look at the lua functions. it looks loaded with lua calls (and some what confusing for a non lua-er), so what do i need for a basic detect via bos lua switch?

edit:
is it just the simple "toggle (t, value )" script?

edit2:
ugg! this lua speak is giving me a head ache, i copied the lua toggles local and other in the lua rules, and i cant seem to make it show up, or detect anything in the script
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

Did you even try looking at the unitdef? The settings to make it work are there.
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

I got it working. I guess i was missing some files. thank you kdr!
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