Mod specific team color sets.
Moderator: Moderators
Re: Mod specific team color sets.
it is not a bug. That is a design decision. Also the fact that GAIA is white as opposed to something like OH RAINBOW or Checkered kinda means this sort of feature might be handy.
Re: Mod specific team color sets.
teamcolors.lua:
You can use it to set all of the team colors locally.
The default setup makes all allies shades of green,
all enemy shades of red, the gaia team off-white,
and your team color cyan. Colorblind folks can modify
the script to use colors that they can better differentiate.
It is not currently possible for a mod to use this feature,
but that could easily be changed. If mod team color
changes were allowed (client-side), then I'd print out
a notice, and still allow for user team recoloring. The
script also gets to read the current team colors, so it
may be worthwhile to run the mod script, and then run
the user script (user always has final control).
If you do want mod control of team colors in the lobby,
I do suggest you use unitsync. Lobby control is probably
better then client-side mod controlled recoloring, but you'd
want to have all lobby clients support it (AF already said
he wouldn't).
P.S. the teamcolors.lua file was omitted from the 0.76b1
installer, but it is available from SVN (and should work with
the 0.76b1 exec, iirc)
https://taspring.clan-sy.com/svn/spring ... colors.lua
You can use it to set all of the team colors locally.
The default setup makes all allies shades of green,
all enemy shades of red, the gaia team off-white,
and your team color cyan. Colorblind folks can modify
the script to use colors that they can better differentiate.
It is not currently possible for a mod to use this feature,
but that could easily be changed. If mod team color
changes were allowed (client-side), then I'd print out
a notice, and still allow for user team recoloring. The
script also gets to read the current team colors, so it
may be worthwhile to run the mod script, and then run
the user script (user always has final control).
If you do want mod control of team colors in the lobby,
I do suggest you use unitsync. Lobby control is probably
better then client-side mod controlled recoloring, but you'd
want to have all lobby clients support it (AF already said
he wouldn't).
P.S. the teamcolors.lua file was omitted from the 0.76b1
installer, but it is available from SVN (and should work with
the 0.76b1 exec, iirc)
https://taspring.clan-sy.com/svn/spring ... colors.lua
Re: Mod specific team color sets.
It would be nice to be able to manipulate the team colors via lua. I would like it.
Re: Mod specific team color sets.
For s3o units, Spring.SetTeamColor() should currently work (in-game).
Note that there is no "TeamColorChange" lua call-in, and that most
widgets and gadgets probably wouldn't double check to make sure
that any cached color values they have are still correct.
Note that there is no "TeamColorChange" lua call-in, and that most
widgets and gadgets probably wouldn't double check to make sure
that any cached color values they have are still correct.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Mod specific team color sets.
I maek link Fixie
https://springrts.com/svn/spring/trunk/ ... colors.lua
Interestingly enough...
Fail certificate failed.
https://springrts.com/svn/spring/trunk/ ... colors.lua
Interestingly enough...
Fail certificate failed.