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Re: Feature map
Posted: 13 Jul 2014, 04:18
by smoth
OH! good point!
Re: Feature map
Posted: 15 Jul 2014, 10:46
by daryl
smoth wrote:updated version as per most of knorke's suggestions:
here
If you see any other issues Knorke, I leave privilege the to updating the code and putting it on pastebin to you this back and forth is a waste of time when you could just update the code.
thx guys,
I had already noticed that old code had missing "F" - unction gadget:GetInfo() -
and i don't see also the difference between gadget:GamePreload() and gadget:Initialize() .. (unit was created after the game start)
so this evening I will try new code...
Re: Feature map
Posted: 15 Jul 2014, 13:37
by daryl
smoth wrote:updated version as per most of knorke's suggestions:
here
If you see any other issues Knorke, I leave privilege the to updating the code and putting it on pastebin to you this back and forth is a waste of time when you could just update the code.
hi !!
i got time to try the code, it work correctly now!! but unit load when game start.. :)
But it's ok!
now i'm curious about feature placer...this evening I will try it!
there is a dedicated thread about this??
Re: Feature map
Posted: 15 Jul 2014, 20:55
by smoth
It was a tool I made years ago allowing you to place features on maps.
https://www.youtube.com/watch?v=MZqyz7w ... WR-Y08AsGA
I made it so I could quickly place features on maps I used it for all my gundam maps. However, I didn't think there was much interest and never really put it out as a stand alone deal for spring.
if there is interest enough I could probably devote a good few 3-4 days to putting it out but I don't really think anyone wants it.
Re: Feature map
Posted: 16 Jul 2014, 05:03
by enetheru
smoth wrote:It was a tool I made years ago allowing you to place features on maps.
https://www.youtube.com/watch?v=MZqyz7w ... WR-Y08AsGA
I made it so I could quickly place features on maps I used it for all my gundam maps. However, I didn't think there was much interest and never really put it out as a stand alone deal for spring.
if there is interest enough I could probably devote a good few 3-4 days to putting it out but I don't really think anyone wants it.
I would have wanted it, Gajo may have wanted it.
Put it out there, someone else may want it.
Re: Feature map
Posted: 16 Jul 2014, 05:06
by smoth
The last part was that I need to write the code to shit the features and all that into a file. Of course if you use forb's feature dependency, you might not need to. There would need to be some real work, I have to go and really work on this thing.
Re: Feature map
Posted: 16 Jul 2014, 05:15
by enetheru
smoth wrote:The last part was that I need to write the code to shit the features and all that into a file. Of course if you use forb's feature dependency, you might not need to. There would need to be some real work, I have to go and really work on this thing.
well perhaps look at the status of gajo's campaign creator thing, i believe he has feature placement sorted out now.
I doubt its worth the extra work.
Re: Feature map
Posted: 16 Jul 2014, 05:19
by smoth
Considering the stuff I have done around here over the years that has been lost, forgotten or just ignored... yeah.
I am not interested in spending 3 full days working on something for a handful of people who's interest is "that looks neat"
Gajop is doing his thing. might be a good idea to just wait and see how that goes.
Re: Feature map
Posted: 16 Jul 2014, 08:55
by knorke
daryl wrote:but unit load when game start.. :)
But it's ok!
Why give up on that? Add the code from this post:
http://springrts.com/phpbb/viewtopic.ph ... =0#p559646
Also do not spawn your units at y=0 height coordinate, instead spawn them at the height that the terrain is.
See
http://springrts.com/wiki/Lua_SyncedRea ... formations
Otherwise they are invisible because they will be underground. The physics will move them onto the terrain eventually, but the physics are not active yet before the game has started.
Spring engine has some quirks like that. Those things aside, spawning things on map is not hard, you had it working in first post already. Now just use/learn some general programming stuff to make it bit nicer. That will learn you more than trying to fix some old/broken code of others that has more issues than it is worthwhile and often does not even adress the original problem.
Re: Feature map
Posted: 16 Jul 2014, 09:48
by daryl
knorke wrote:daryl wrote:but unit load when game start.. :)
But it's ok!
Why give up on that? Add the code from this post:
http://springrts.com/phpbb/viewtopic.ph ... =0#p559646
Also do not spawn your units at y=0 height coordinate, instead spawn them at the height that the terrain is.
See
http://springrts.com/wiki/Lua_SyncedRea ... formations
Otherwise they are invisible because they will be underground. The physics will move them onto the terrain eventually, but the physics are not active yet before the game has started.
Spring engine has some quirks like that. Those things aside, spawning things on map is not hard, you had it working in first post already. Now just use/learn some general programming stuff to make it bit nicer. That will learn you more than trying to fix some old/broken code of others that has more issues than it is worthwhile and often does not even adress the original problem.
i'm sorry for OT...
I remember that old version of Spring can export all of selected units writing: "/i don't remember what" in the console....
After this command Spring write in infolog all of the coordinates of selected units...
is this function available again ??
Re: Feature map
Posted: 16 Jul 2014, 11:34
by knorke
Could not find relevant looking command on
http://springrts.com/wiki/UI_commands
But many have recreated similiar functionality as wigdet, attached is my version.
Since it was just quick helpertool it simply activates by clicking on "units into file" in F11 widget menu.
After click it instantly disables itself and writes stuff to infolog and a file named "units.txt"
Use with /cheat /globallos so that widget can look at all units.
At line 31 where it says
toSave={ you can add/remove things depending on what you want to save.
Re: Feature map
Posted: 21 Jul 2014, 07:38
by daryl
knorke wrote:Could not find relevant looking command on
http://springrts.com/wiki/UI_commands
But many have recreated similiar functionality as wigdet, attached is my version.
Since it was just quick helpertool it simply activates by clicking on "units into file" in F11 widget menu.
After click it instantly disables itself and writes stuff to infolog and a file named "units.txt"
Use with /cheat /globallos so that widget can look at all units.
At line 31 where it says
toSave={ you can add/remove things depending on what you want to save.
thx!!!
Re: Feature map
Posted: 22 Jul 2014, 02:53
by Forboding Angel
Old, hasn't been updated in a while, but should work:
https://code.google.com/p/feature-placer/
Make sure to grab spring features (latest is 1.1) via rapid and declare spring features as a dependency in your map.
Smoth's own version would be much more advanced and if he decides to push it, I'll github it (assuming he's ok with that) so we can all do merges and junk with it.
I need to github spring features, but haven't had time yet.