Page 18 of 59
Posted: 23 Nov 2007, 05:13
by deathexile
snipawolf, you saved me from decades of playing a great mod against a boring enemy. Now i just have to lower the AI handicap (set it at 100 to see if it would do anything on KAI. Just made the AI build radars faster).
Posted: 23 Nov 2007, 05:37
by Snipawolf
No problem. RAI kicks ass

Posted: 27 Nov 2007, 19:29
by [Krogoth86]
How is the speed determined with which Anti- / Nuke-Missiles are built? I noticed two different buildspeeds between the Antinuke and Catalyst but I cannot tell as to why this is. There's no FBI tag, nothing in the weapon definition and I couldn't find anything obvious in the script...
All I could get to know is that there must be a variable for it somewhere as the buildtime is independent from the costs as the costs per second will follow the adjustments you make in the weapon definition...
Posted: 27 Nov 2007, 19:33
by DOT
Snipawolf wrote:No problem. RAI kicks ass

not rly it dosent build storages
Posted: 27 Nov 2007, 19:37
by KDR_11k
[Krogoth86] wrote:How is the speed determined with which Anti- / Nuke-Missiles are built? I noticed two different buildspeeds between the Antinuke and Catalyst but I cannot tell as to why this is. There's no FBI tag, nothing in the weapon definition and I couldn't find anything obvious in the script...
All I could get to know is that there must be a variable for it somewhere as the buildtime is independent from the costs as the costs per second will follow the adjustments you make in the weapon definition...
Tried reload time?
Posted: 27 Nov 2007, 19:45
by [Krogoth86]
KDR_11k wrote:Tried reload time?
Damn - you really miss the easy solutions when trying too hard...
Or maybe I just spent too much time today in endless corpse listings...
Thank you!

Posted: 27 Nov 2007, 23:22
by Snipawolf
DOT wrote:Snipawolf wrote:No problem. RAI kicks ass

not rly it dosent build storages
On my mod the basic econ IS the storage.

well
Posted: 28 Nov 2007, 19:08
by rcdraco
Can someone give me a small example of how the new variables are made, and how to use them?
Posted: 28 Nov 2007, 19:17
by KDR_11k
What new variables?
yea
Posted: 28 Nov 2007, 19:19
by rcdraco
The SVN variables for Scriptor, team-var, global-var, etc.
Posted: 28 Nov 2007, 20:17
by rattle
set 1024-1031 are unit specific vars,
set 2048-2111 are team specific,
set 3072-3135 are ally specific and
set 4096-8191 are common global vars.
Posted: 28 Nov 2007, 20:20
by KDR_11k
From my costomized exptype.h:
Code: Select all
#define UNIT_VAR 1024 //8 vars
#define TEAM_VAR 2048 //64 vars
#define ALLY_VAR 3072 //64 vars
#define GLOBAL_VAR 4096 //1024 vars
The vars are addressed by increasing the number (1024, 1025, 1026, ...). Their scopes should be obvious. You can set the unit vars of other units with get UNIT_VAR(-unitID, value) and get them with get UNIT_VAR(unitID).
Posted: 28 Nov 2007, 20:43
by rattle
Hmm..
Code: Select all
static const int GLOBAL_VAR_COUNT = 4096;
static const int GLOBAL_VAR_START = 4096;
static const int GLOBAL_VAR_END = GLOBAL_VAR_START + GLOBAL_VAR_COUNT - 1;
What ever, it's not very likely to run out of global vars now is it.
ok
Posted: 28 Nov 2007, 21:16
by rcdraco
Let me just describe what I'm shooting for.
In this units Create(), I want it to set a *THIS PLAYER ONLY* variable to 1.
When that variable is set to 1, units will get new weapons.
[Via limiting that unit to 1, it's a functional upgrade center.]
Posted: 28 Nov 2007, 22:40
by KDR_11k
Playxer is called team in Spring. The rest is trivial.
Posted: 30 Nov 2007, 19:51
by [Krogoth86]
So it's me again...
1.)
Is there a way to give walls (units in general would be cool too) a height? Currently it's just measured according to the footprint (-> spheric hitbox) and a bit from the scaling of the model to use (I have to models with 2x2 footprint but when displaying the hitbox by pressing b one is way bigger as the model also is way taller). I tried the height tag you can set for the corpse but it seems to be something Spring doesn't care about anymore. Something like footprinty would be cool for this although maybe this will become obsolte when there will be custom hitboxes which I saw on a screen some while ago...
2.)
Now seriously - can someone explain me what Spring doesn't like about "old school" empty objects?
I think you know it that when you for example take a unit from Unit Universe which was made for TA and so most probably via 3dobuilder you'll have some problems when you emit fx. To show what I mean:

On the left you see a model with empty objects via Upspring and on the right those made in 3dobuilder. You might also have seen the effect of totally stretched things like here:

I'm asking about this because this can give you a headache when doing 3do models: You have to assemble / texture them in 3dobuilder, put in empty objects in Upspring and then make a ground plate in 3dobuilder again. Your model now also will crash Upspring as something gets messed up when resaving the empty objects in 3dobuilder (delete them again and everything is fine). So does anyone know something about this and maybe an easy and fast way to make the empty objects "functional" again with having to redo them in Upspring...
Thanks in advance...
Posted: 01 Dec 2007, 17:04
by asasaass
Is it possible to alter the height an aircraft fly?
It would be good for space based mods,such as FF
Posted: 01 Dec 2007, 17:10
by [Krogoth86]
asasaass wrote:Is it possible to alter the height an aircraft fly?
It would be good for space based mods,such as FF
You already tried cruisealt=160; (or another value of your choice) in the unit's FBI? I don't know if this is another thing Spring ignores but it's worth a try...
Posted: 01 Dec 2007, 17:49
by yuritch
Spring definitely obeys CruiseAlt tag, I've tried values up to 1500 and they work.
Only thing to consider when using such extreme altitudes is weapon ranges. Your plane can easily go out of range of ground-based AA (which is useful by itself).
Posted: 01 Dec 2007, 18:00
by KDR_11k
Negative values work too by the way. Might be useful for a Perimeter mod.