AllyTeam(team,allyTeam)

AllyTeam(team,allyTeam)

Requests for features in the spring code.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

AllyTeam(team,allyTeam)

Post by Argh »

Lua callout. Sets AllyTeam for a given team# to whatever we want.

Not important for P.U.R.E., if anybody cares, but it'd be nice for what I'm working on this weekend, as there doesn't seem to be a way to force people to not be allies on the Lobby end (that I know of).
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: AllyTeam(team,allyTeam)

Post by lurker »

What we need, and is actually worth anywhere near the effort to implement it, is to have the startscript parsed by lua.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: AllyTeam(team,allyTeam)

Post by FLOZi »

script.txt, you mean?

I was going to do it, but then trepan did a bunch of tdf->lua conversions as well (and cleaned up all my rubbish code) and I thought he had done that, too.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: AllyTeam(team,allyTeam)

Post by jK »

I don't see an advantage in that.

The script.txt should just removed and replaced by a hostbased system, so just the host generates something similar to the script.txt and sends it to the clients (the clients should just start spring.exe -ip 123.123.321.1).
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: AllyTeam(team,allyTeam)

Post by lurker »

The host already sends out the script in git; not sure what you mean. But there is still the issue of wanting to make specific changes or put down specific constraints that currently need lobby modifications.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: AllyTeam(team,allyTeam)

Post by Argh »

But there is still the issue of wanting to make specific changes or put down specific constraints that currently need lobby modifications.
Yeah, exactly. It's one thing, to say in giant, bold letters, "DON'T PLAY THIS WITH ALLIES OR IT WILL NOT BE FUN"... but players are players, and won't generally listen to that. It's not a vital thing, the game will run without errors, if teams are allied... it just won't play correctly, and there isn't any way to change the Ally state, so I'm stuck on that for now.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: AllyTeam(team,allyTeam)

Post by zwzsg »

jK wrote:The script.txt should just removed
Please no! I love to be able to play Spring with handmade (or tiny program made) scripts instead of having to deal with the multiplayer lobby everytime.
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