P.O.P.S.- Demo 3.1 available! - Page 9

P.O.P.S.- Demo 3.1 available!

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.O.P.S.- Demo 3.1 available!

Post by Argh »

:shock:

It should have "just worked" from Spring.exe. Unless there's some magical Spring mode where you don't get a Commander or start points (I'm just running from Spring.exe, so naturally I'm puzzled).

Anyhow, np, that at least means that the main technical problems are (finally) solved, which is the important thing :-) After all, the main wait's been on getting to the point where writing practical applications is possible.



So... back to looking at optimization...
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: P.O.P.S.- Demo 3.1 available!

Post by FLOZi »

Perhaps he was running a script other than the commanders script

edit: Looks like the mod has only 1 team. That crashes current spring.exe commanders script (fixed in GIT)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.O.P.S.- Demo 3.1 available!

Post by Argh »

I never use the Commanders script. I use the nullAI script. Sorry, I completely forget that I'm doing that, and have been for quite awhile :roll:
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: P.O.P.S.- Demo 3.1 available!

Post by Forboding Angel »

I use empty
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.O.P.S.- Demo 3.1 available!

Post by Argh »

Gotcha. That explains a lot. Anyhow, no foul, I'm just glad that it's actually working.
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