Starting point for a Mod - unit scripting help...

Starting point for a Mod - unit scripting help...

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Post Reply
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Starting point for a Mod - unit scripting help...

Post by aGorm »

I know I have probably asked this ages ago, but I can't find my post... is there a good mod to use as a starting point?

I don't want any TA stuff hanging around in it and I guess I just need somthing thats the bear minimum (bear... heheh).

Looking in other mod's with loads of units is.... well, just plain confussing as I can't tell whats what.

Also, am I right in thinking if I'm going to start from scratch I should probably go LAU def's, anims, ect.. instead of fbi, bos, ect...? If so, where the hell is it documented, cause I can't find it in the wiki! (Or infact anything, the wiki is terribly organised and wholy confussing.)

aGorm
Last edited by aGorm on 15 Dec 2009, 12:09, edited 1 time in total.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Starting point for a Mod

Post by Argh »

FLOZi posted a minimal mod, IIRC.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Starting point for a Mod

Post by Regret »

aGorm wrote:I know I have probably asked this ages ago, but I can't find my post... is there a good mod to use as a starting point?

I don't want any TA stuff hanging around in it and I guess I just need somthing thats the bear minimum (bear... heheh).

Looking in other mod's with loads of units is.... well, just plain confussing as I can't tell whats what.

Also, am I right in thinking if I'm going to start from scratch I should probably go LAU def's, anims, ect.. instead of fbi, bos, ect...? If so, where the hell is it documented, cause I can't find it in the wiki! (Or infact anything, the wiki is terribly organised and wholy confussing.)

aGorm
It's lua, and yea you should go with lua when going from scratch.

You might wanna try modifying some existing games first to get the feel for it.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Starting point for a Mod

Post by FLOZi »

Argh wrote:FLOZi posted a minimal mod, IIRC.
I do, but the one that's around is outdated. I have a new one which is using 100% lua.

I'll stick it up later.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: Starting point for a Mod

Post by aGorm »

Sounds awesom FLOZi... thanks!
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Starting point for a Mod

Post by FLOZi »

Here you go. Note that it is a RARed .sdd. Also note that it's basically just the bare minimum to run, I (still) plan to do B & C mods with documentation and full examples.
Attachments
A.sdd.rar
(1.68 KiB) Downloaded 61 times
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Starting point for a Mod

Post by Warlord Zsinj »

That file should probably be accessible in some sort of sticky.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: Starting point for a Mod

Post by aGorm »

So anyother question... I have something in game!! But now I need some example lua scripts for say a simple tank... everything seems to be in cob/bos in all the other mod's as far as I can see, but I know there are ment to be some examples around. So... if anyone has any, please let me know! I have a roungh Idea of how it worked in cob/bos, so if it's not to dissimlare I should be able to work out atleast the basics.

aGorm
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Starting point for a Mod - unit scripting help...

Post by knorke »

lol i am searching for that since ages. and everybody is like OHAI have a look at teh lua stumpy!! and then i ask where to dl it and its like ololz it was there a second ago and now its gone :roll:
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Starting point for a Mod - unit scripting help...

Post by FLOZi »

Stumpy lua:
http://pastebin.com/f8e259f1

N.B. This requires some includes, they should be available here:

http://spring1944.svn.sourceforge.net/v ... d/scripts/

Along with more example lua unit scripts.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: Starting point for a Mod - unit scripting help...

Post by aGorm »

Cool, thanks FLOZi, this looks like exactly waht I need to get going.

One thing I noticed (I'm at work so I can't really check what this does yet) but at the top you havn't declaired barrel as a peice, but later you have used it... is it not nessacery for some reason?

Code: Select all

local base, flare, turret = piece ("base", "flare", "turret")
Other than that it looks simple enough!

aGorm
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Starting point for a Mod - unit scripting help...

Post by FLOZi »

Just a mistake on my part :oops:
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: Starting point for a Mod - unit scripting help...

Post by aGorm »

Woot, I corrected somthing! Maybe I'll make a coder yet!
Post Reply

Return to “Game Development”