Deployments - Page 2

Deployments

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

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Cainen
Posts: 22
Joined: 11 May 2007, 23:18

Post by Cainen »

Manpower was the more annoying resource, though.

Anyways, this is a good idea, like I said before. It allows people to actually diversify the early game without facing major disadvantages.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Demo Video (10 MByte):
http://trepan.bzflag.bz/spring/deploy.avi

A few things to note:

- I switch to the LuaUI deploy widget halfway through
(the LuaRules rendering is used before that, it can not
interact with mouse clicks...)

- You can not create units outside the boundary

- The commander is auto-selected when no other units
are selected (and the view is centered on it)

- In a real setup, the game would start when all players
have pressed the Ready button, or the time has run out.

- You can queue unit commands to be executed when
the game is started (this includes factory builds, and
state settings like firemode and repeat; although the
latter is not shown in the video).
Cainen
Posts: 22
Joined: 11 May 2007, 23:18

Post by Cainen »

Trepan, you are a brilliant, brilliant man and I wish I had half the talent you do.

Man, this could change the early game by leaps and bounds.
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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Post by Gabba »

I though of a variant of this for more complex missions. See my feature request here, posted before I read this thread.

Basically I'd like the host to set up the forces for every side in advance, using the same interface, and then save the set-up to a lua script that could be used to start a game. Saving a moment from a replay to a startup script would also be cool, to create what-if scenarios.
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

nifty stuff, I suppose we could also have forced reinforcment from a specific area? ala table edges and such..
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Hurray maybe the Battletech modders will finally be motivated to finish their project.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Fanger wrote:nifty stuff, I suppose we could also have forced reinforcment from a specific area? ala table edges and such..
Spawn the unit in the reinforcements arrival place, issue a move order to wherever they should go, optionally make them unselectable until they get there.
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

Yup, this would be great for the 1944 people, would add ALOT to that mod..
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

*bump*

Trepan, will your deployment script work in 0.75b2? If so, could you release it? Please? Pretty please?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

look at CA
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