Code: Select all
Spring.SendCommands{"cheat 1"}
Spring.SendCommands{"globallos"}
Spring.SendCommands{"cheat 0"}
And this isn't about adding a feature, it's about making it easier to turn off a feature, a good thing!
Moderator: Moderators
Code: Select all
Spring.SendCommands{"cheat 1"}
Spring.SendCommands{"globallos"}
Spring.SendCommands{"cheat 0"}
Code: Select all
if(!dont_test_los){
test_los();
}
Mods can already remove engine options from the lobby, so it's the mod's fault if it shows DGun limit while it doesn't have DGun.Pxtl wrote:That's silly. We don't need any more engine-wide options that are either inapplicable or outright destructive to the gameplay of mods that aren't designed for it. We already have D-gun limits for mods that don't have D-guns, diminishing metal-maker returns for mods that don't have metal makers, etc. We _just_ got the stuff to move away from this kind of crap with the new EngineOptions feature and you want to add _more_ of them?
Notice that your option would be completely inapplicable to a mod like Fibre, and would be destructive to a visibility-oriented mod like 1944.
It's currently possible (but difficult) to make a mutator for any given mod that would do what you want - and it would be listed in the lobby as such, so players would actually see "Balanced Annihilation Permanent LOS mode". If it's added as a switch in a core TDF/lua file like I suggested, it would be trivial to do so.
Plus, you SHOULD implement this as a mutator, since you should also be gutting out all the visibility-related units that are cluttering up the menu.
This last part was my point from post 1. Add some Lua and then we can make a modoption for any mod. The only difference is that TradeMark wants the option to be available by default in every mod.Tobi wrote: (And of course if that is added the engine option would be less necessary again cause a mod could make a modoption combined with a 3 line gadget that calls this function...)
you still dont get it? its not about the size, its about that will you waste your time. a) searching the mutator. b) downloading it. c) installing it. d) and then finally join in the game (since you cant join in games which mod you dont have)(except TradeMark, who is annoyed that his players have to download a 200 byte mutator file before they play).
Code: Select all
if (WantConfig) then
return {
name = 'Widget Name',
author = 'joe smoe',
etc...
}
end
<active module code>
cool, very nice of you to go with LGPL, it'll help clear those infamous legal gray areas. from technical pov, is it backwards compatible or do existing scripts require modifications?trepan wrote:P.P.S. I'll probably be committing the 'modules.lua' file (and friends),
to BZFlag sometime soon. It's both faster and cleaner than the
current Spring widgets.lua/gadgets.lua, and it's LGPL v2.1.
Code: Select all
local filenames = {vid2 = 'vid--evolution', frame = 'evolution\\frame.jpg'}
local files,prepmode = ...
if not files then return filenames end
Code: Select all
if (WantConfig) then
return {
config_params...
}
end
Code: Select all
local opts = { ... }
if (#opts > 0) then ...
Code: Select all
local mode = ...
if (mode == 'config') then ....