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Re: Mod Question Repository... Questions come in, answers go out

Posted: 10 May 2008, 01:54
by [Krogoth86]
bobthedinosaur wrote:i think its only mod rules
This also is pretty much what the Wiki says so I now would like to know how to set this up via cob...

Re: Mod Question Repository... Questions come in, answers go out

Posted: 10 May 2008, 01:57
by rattle
COBInstance.cpp or ask lurker

Re: Mod Question Repository... Questions come in, answers go out

Posted: 12 May 2008, 00:18
by bobthedinosaur
can you detect a cloak on or off via cob or do you need lua to do that?

Re: Mod Question Repository... Questions come in, answers go out

Posted: 12 May 2008, 01:03
by Argh
Yes, you can GET CLOAK, which returns the current state of CLOAK, or WANT_CLOAK, that tells you a Unit is currently decloaked but will return to a cloaked state when it next meets the requirements to do so.

Re: Mod Question Repository... Questions come in, answers go out

Posted: 13 May 2008, 00:43
by bobthedinosaur
cool. its just a 1 or 0 return right

Re: Mod Question Repository... Questions come in, answers go out

Posted: 27 May 2008, 20:06
by rcdraco
I have a few problems, I want a barrel to spin once it fires, around the y-axis, then the backend of the barrel will fire, then it will spin to the other side again, presumably jump to 0 to prevent large numbers and spring's hate of them.

Basically it would be a 2 firepoint system, or I could make it one firepoint that doesn't move.

Another thing I don't get, I want a fancy unit to work, after I get the basic scripting down, I'll need help to get the other parts of it done. It will be a tank with 2 forward guns, 1 artillery cannon on top, and side guns with high impulse. The vehicle will be able to go into "flight mode" when it's turned on, at the cost of energy and metal, while on ground, it will sink slightly, then move on the water's surface, and if it's in flight mode, it will continue to "fly" over it. I'll get back to you on this model if I have trouble with it. I mainly need to know, how do I make it know it's entered or exited water?

Re: Mod Question Repository... Questions come in, answers go out

Posted: 27 May 2008, 20:32
by smoth
Hmph.

the first one is doable with a script.. but I'll not write it for you.

the second... look at the kampfer of gundam rts. whos script is conveniently in the mod resource thread. :P.

Re: Mod Question Repository... Questions come in, answers go out

Posted: 27 May 2008, 21:40
by rcdraco
I wasn't asking you to write anything, I was saying that I can't make it spin, nor does it turn after firing.

Re: Mod Question Repository... Questions come in, answers go out

Posted: 27 May 2008, 21:44
by smoth
there is code that is called when the weapon is fired. you can make your spin call there. really it isn't hard. unless I misunderstand your question it really isn't too bad and probably easier then you think.

Re: Mod Question Repository... Questions come in, answers go out

Posted: 27 May 2008, 21:48
by Pxtl
Sounds like he just wants to make a Buzzsaw.

Re: Mod Question Repository... Questions come in, answers go out

Posted: 27 May 2008, 21:53
by lurker
You can set all the flankingbonus settings in the fbi or with the script. You can only set the default mode in modrules, and I'm sorry for that lacking.

Re: Mod Question Repository... Questions come in, answers go out

Posted: 27 May 2008, 21:56
by rcdraco
Pxtl wrote:Sounds like he just wants to make a Buzzsaw.
rcdraco wrote:I want a barrel to spin once it fires, around the y-axis
Buzzsaw turns on the X-axis, mine will reuse the same barrel on firing, more or less as a fancy cooling system, and because it'll look cool. :D

Re: Mod Question Repository... Questions come in, answers go out

Posted: 27 May 2008, 22:03
by Forboding Angel
rcdraco wrote:I wasn't asking you to write anything, I was saying that I can't make it spin, nor does it turn after firing.

Umm look in the cpweapon.bos on the evo svn (evolutionrts.info), you can pretty much copy pasta it as it looks very much believeable.

Umm in aim weapon it should be something to the tune of:

spin piecenum speed <100.000000>; // pick a number

Then in restoreafterdelay it would be something like:

stop-spin piecenum speed <20.000000>; //pick another number, generally slower than the spin up speed.

Make sure you look in the bos file tho as that syntax might be a little messed up cause I'm writing it from memory.

edit: grabbed the direct svn link this time: http://trac2.assembla.com/EvolutionRTS

Re: Mod Question Repository... Questions come in, answers go out

Posted: 27 May 2008, 22:07
by Pressure Line
i wrote a script to do this, its in this forum *somewhere*

Re: Mod Question Repository... Questions come in, answers go out

Posted: 27 May 2008, 22:13
by smoth
then use turn on y, what is the problem?

Re: Mod Question Repository... Questions come in, answers go out

Posted: 02 Jun 2008, 02:51
by rcdraco
Music ingame? How possible is this, and what do I need to do to get it.

Re: Mod Question Repository... Questions come in, answers go out

Posted: 02 Jun 2008, 05:07
by bobthedinosaur
music in game huh? try http://www.winamp.com/player

Re: Mod Question Repository... Questions come in, answers go out

Posted: 02 Jun 2008, 18:33
by rcdraco
Binded to the mod at the least. It's mod question repository, not help/bugs.

Re: Mod Question Repository... Questions come in, answers go out

Posted: 05 Aug 2008, 20:59
by REVENGE
New question:

What is the difference between VETERAN_LEVEL (a cob call) and experience? Is there a way to convert between the two? If possible, can I get the VETERAN_LEVEL directly using lua?

Re: Mod Question Repository... Questions come in, answers go out

Posted: 05 Aug 2008, 22:02
by KDR_11k
Er, why would there be a difference? VETERAN_LEVEL lists the experience value multiplied by 100 (because COB doesn't do decimals).