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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.

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

Posted: 29 Jul 2010, 19:42
by thedude
Sorry but I don't get it. In the wiki (http://springrts.com/wiki/Lua_CMDs) there is this example:

Spring.GiveOrderToUnit(unitID,
CMD.INSERT,
{-1,CMD.ATTACK,CMD.OPT_SHIFT,unitID2},
{"alt"}
);

Because I have to use the build queue of my factory I have to use "CMD.OPT_CONTROL" instead of "CMD.OPT_SHIFT" (as the wiki says "options.CONTROL -> use the build queue for factories"). But what have I to use insead of CMD.ATTACK? Cause there is no command like "CMD.BUILD"?
If I wouldn't use "CMD.OPT_CONTROL" would this command go to the queue of the unit which is built by my factory, right?

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

Posted: 29 Jul 2010, 20:54
by SirMaverick
thedude wrote:But what have I to use insead of CMD.ATTACK? Cause there is no command like "CMD.BUILD"?
For build commands the negative unitdefid is used.

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

Posted: 30 Jul 2010, 17:31
by thedude
The goog thing is I don't get errors but the factory still does not build the unit.
What I use:
Spring.GiveOrderToUnit(factoryID, CMD.INSERT,{-1,-unitdefid,CMD.OPT_CONTROL},{});

The "-1" puts my command at the end of the build queue. What have I to use to put the command on the first position ("0" or "1") ?

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

Posted: 01 Aug 2010, 07:45
by KDR_11k
I think you have to put the CMD.OPT_CONTROL into the CMD.INSERT too.

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

Posted: 03 Aug 2010, 13:35
by thedude
Nope,
Spring.GiveOrderToUnit(factoryID, CMD.INSERT,{-1,-unitdefid,CMD.OPT_CONTROL},{CMD.OPT_CONTROL});

doesn't work for me.
After trying a whole week to make the command work I feel like I already tried all possibilities. (But not the right one)

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

Posted: 03 Aug 2010, 23:47
by AF
The command to build a Peewee has the ID -(peewee ID)

So if the peewee unitdef is 46, the command ID is -46