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

Posted: 18 Jun 2010, 00:35
by bobthedinosaur
n/m again.

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

Posted: 28 Jun 2010, 19:29
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?

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

Posted: 28 Jun 2010, 20:49
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.

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

Posted: 28 Jun 2010, 20:58
by bobthedinosaur
it is not once you use a box

edit: not true (found after more testing)

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

Posted: 28 Jun 2010, 21:22
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.

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

Posted: 29 Jun 2010, 03:47
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.

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

Posted: 04 Jul 2010, 04:51
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

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

Posted: 04 Jul 2010, 05:53
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?

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

Posted: 05 Jul 2010, 18:26
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.

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

Posted: 12 Jul 2010, 11:33
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.

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

Posted: 12 Jul 2010, 14:27
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).

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

Posted: 12 Jul 2010, 16:26
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.

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

Posted: 16 Jul 2010, 21:54
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?

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

Posted: 16 Jul 2010, 22:05
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.

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

Posted: 16 Jul 2010, 23:17
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

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

Posted: 16 Jul 2010, 23:31
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.

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

Posted: 20 Jul 2010, 09:53
by Beherith
Is a feature that is not selectable still reclaimable if it has an autoreclaimable=1 and a reclaimable=1 tag?

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

Posted: 20 Jul 2010, 14:51
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.

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

Posted: 26 Jul 2010, 22:45
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() )

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

Posted: 29 Jul 2010, 09:40
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.