Mod Question Repository... Questions come in, answers go out - Page 53

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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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

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

Post by bobthedinosaur »

n/m again.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

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

Post by bobthedinosaur »

get unitheight on hit spheres = radius. cool works great.
now the same on custom collision boxes? it isn't the Y, i tried that.
any ideas?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

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

Post by FLOZi »

I suspect it is the radius of the sphere as set in upspring (i.e. it ignores custom colvol.)

But I hope I'm wrong.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

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

Post by bobthedinosaur »

it is not once you use a box

edit: not true (found after more testing)
Last edited by bobthedinosaur on 29 Jun 2010, 03:47, edited 1 time in total.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

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

Post by FLOZi »

Code: Select all

case UNIT_HEIGHT:{
		if (p1 <= 0)
			return (int)(unit->radius * COBSCALE);
		CUnit *u = (p1 < uh->MaxUnits()) ? uh->units[p1] : NULL;
		if (u == NULL)
			return 0;
		else
			return (int)(u->radius * COBSCALE);}
From UnitScript.cpp

However, radius might change from that set in Upspring. From a quick glance at the code, it is possibly the radius of the bounding sphere of the custom colvol.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

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

Post by bobthedinosaur »

hmm

It looks like you were right flozi. Custom collisions are ignored by unitheight, and it is reverted back to the the sphere.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

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

Post by bobthedinosaur »

Okay. Here is a really ugly script that I am having issues with the weapon1 firing at all. I know it is the script because I have changed out weapons that I know work and it fails to fire. I have also replaced the aimweapon1 script with a bare minimum and it still fails to fire.

Any help bug fixing I would be most gracious!

http://pastebin.com/z0d9s4U2
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

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

Post by Argh »

I have also replaced the aimweapon1 script with a bare minimum and it still fails to fire.
If you've tried AimWeapon1(){return(1);}

...then the problem is elsewhere. Are you using aiming cones, etc. that might be causing an issue?
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

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

Post by bobthedinosaur »

It is not the weapon's issue. I have weapons that work on the same unit, and other units running for the test. It is something in the script that doesn't let it aim.
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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

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

Post by FireStorm_ »

Before addressing this one should probably know I have no programming background (besides perhaps my own brain :-) ). And I'm trying to Lua script a unit by looking at examples and reading the wiki.

Question:
Can I show an animation of the unit dying or falling over after the call-in 'Killed' was called? I started like this:

function script.Killed(recentDamage, maxHealth)
StartThread( Diescript )
return 1
end

'Diescript' is ofcourse my animation of the unit falling to the ground. But calling 'Killed' makes the unit disappear (or be replaced with a corpse), and a disappeared unit cant show an animation. So how should/can this be done? I hope my question is not to ignorant to be taken seriously.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

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

Post by Peet »

The unit is removed when killed() returns. Do the animation in the same thread as that function (just call diescript() instead of running it in a new thread).
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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

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

Post by FireStorm_ »

I see my mistake now. The way I wrote it the function is a thread, which makes it run parallel, which caused my problem. I should have written Diescript() where i put StartThread( Diescript )
I'm actually starting to get some of this stuff. Thanks Peet.
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PTSnoop
Posts: 97
Joined: 09 Sep 2009, 19:05

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

Post by PTSnoop »

Is there a weapon tag to prevent explosions from damaging friendly units? I've tried CollideFriendly=0 but the quite-excessively-large area of effect is still damaging friendly units. Or will this have to be a Lua thing?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

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

Post by Pxtl »

PTSnoop wrote:Is there a weapon tag to prevent explosions from damaging friendly units? I've tried CollideFriendly=0 but the quite-excessively-large area of effect is still damaging friendly units. Or will this have to be a Lua thing?
Lua. Not too hard to do that one though, I believe that several games have a noselfpwn gadget kicking around that could easily be expanded to all friendlies. It'd be a good starter-project to learn Lua, really.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

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

Post by CarRepairer »

PTSnoop wrote:Is there a weapon tag to prevent explosions from damaging friendly units? I've tried CollideFriendly=0 but the quite-excessively-large area of effect is still damaging friendly units. Or will this have to be a Lua thing?
http://trac.caspring.org/browser/trunk/ ... lyfire.lua
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PTSnoop
Posts: 97
Joined: 09 Sep 2009, 19:05

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

Post by PTSnoop »

I ended up messing around with CA's noselfpwn, but didn't get it working exactly how I wanted.

But the nofriendlyfire gadget (which I didn't notice for some reason) is working perfectly. And I learnt a bit of Lua in the process! Thanks guys.
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Beherith
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Joined: 26 Oct 2007, 16:21

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

Post by Beherith »

Is a feature that is not selectable still reclaimable if it has an autoreclaimable=1 and a reclaimable=1 tag?
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

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

Post by jK »

Beherith wrote:Is a feature that is not selectable still reclaimable if it has an autoreclaimable=1 and a reclaimable=1 tag?
yup, try a area reclaim next to it.
thedude
Posts: 66
Joined: 21 Aug 2009, 12:47

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

Post by thedude »

Is it possible to give a build command to a gaia factory?
(I couldn't find a build command to use it for Spring.Give Order() )
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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 »

Factories have two queues, one build queue and one rally queue (the orders that go to units built by it), check the wiki page on the CMDs, I think it's described there.
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