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

Posted: 11 Sep 2008, 03:52
by El Idiot
I've been playing Warzone 2100 Beta4 a bit lately. They have a semi-working code for multiple weapons per unit. They plan to add ships eventually.

A base ship body with player determined weapons. I've seen some TA units before with changeable weapons. I was curious how difficult it would be to have blank ships with a "build ____ turret" option, which would nanolathe a turret to itself. Sort of like the nano turrets already in some mods.

I'd love to see that in some naval mods.

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

Posted: 11 Sep 2008, 04:53
by Evil4Zerggin
It wouldn't be terribly difficult (show/hide in COB and return values in FireWeapon() to enable/disable weapons, plus buttons via Lua). Alternately, one could make turret units and use the fire platform tag.

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

Posted: 11 Oct 2008, 20:06
by bobthedinosaur
bah.. sorry for the rez.. but newbs like me need to ask dumb questions:

does any one have some sort of explanation or documentation on the what you need for a unit to transform itself? ive been looking at the many mods CA, 1944, ect. trying to reverse learn but i cant figure it out.

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

Posted: 11 Oct 2008, 21:31
by [Krogoth86]
If you're talking about unit morphing you need the unit_morph gadget plus the respective config file (which is quite self-explanatory). You can find both in the LuaRules directory. To get that working in 0.77 I also needed to replace those Lua files you find right in the directory (like actions.lua, callins.lua with a recent version I took from CA)...

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

Posted: 11 Oct 2008, 22:29
by bobthedinosaur
where is the config file? rrr the file with the list specifics ie: 'unit A morphs into unit B'

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

Posted: 11 Oct 2008, 22:41
by [Krogoth86]
LuaRules -> Configs -> morph_defs.lua

It's quite self evident and has many examples so you should pretty much immediately understand how that config file works...

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

Posted: 12 Oct 2008, 07:41
by bobthedinosaur
ty
exactly what i was searching for

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

Posted: 18 Oct 2008, 15:18
by [Krogoth86]
Is it possible to enforce not drawing projectiles on the minimap on a mod-defined basis? Did anyone try if disabling can increase performance (as big explosions spawn lots of "radar particles" too whose movement calculations may eat some performance)?

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

Posted: 22 Oct 2008, 01:34
by Warlord Zsinj
Anyone had a play around with the new gunship tags in 77b5? Anyone able to correct gunship's moronic behaviour?

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

Posted: 29 Oct 2008, 20:50
by [Krogoth86]
Well I've got a problem with compiling scripts for s3o models. When I change some things on let's say one of the scripts for Mr. D's models the piece movement distances are totally messed up i.e. too far...

I'm using Scriptor and the linear constant is at 163840.0 as told so is there a different one you should use to translate Upspring and ingame distances 1:1 ?

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

Posted: 29 Oct 2008, 20:58
by KDR_11k
Well, if you try any of my scripts you need a linear constant of 65536, maybe other people use that too...

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

Posted: 29 Oct 2008, 23:09
by [Krogoth86]
Thanks - that was the needed value to work with Upspring's measurement...

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

Posted: 15 Nov 2008, 05:05
by bobthedinosaur
ran into a problem. im trying to make an on/off switch work for an air unit to trigger different fighting modes (change the speed and weapons), but i think the taking off messes up the on/off activation call in the bos.. any suggestions for a work around?

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

Posted: 15 Nov 2008, 08:59
by KDR_11k
THIS includes a simple toggle button gadget. The unit that uses it is the longbow.

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

Posted: 15 Nov 2008, 16:36
by bobthedinosaur
which mod?

did the 'this' not work?

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

Posted: 15 Nov 2008, 18:16
by Archangel of Death
Bob, viewtopic.php?f=14&t=14192 :wink:

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

Posted: 15 Nov 2008, 18:17
by lurker
THIS. It's a mod; one that Happens In Space.

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

Posted: 15 Nov 2008, 20:12
by bobthedinosaur
okay that is "THIS" i thought it was a bad hyperlink :P

anyhow i opened up kdr's longbow script took a look at the lua functions. it looks loaded with lua calls (and some what confusing for a non lua-er), so what do i need for a basic detect via bos lua switch?

edit:
is it just the simple "toggle (t, value )" script?

edit2:
ugg! this lua speak is giving me a head ache, i copied the lua toggles local and other in the lua rules, and i cant seem to make it show up, or detect anything in the script

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

Posted: 16 Nov 2008, 07:52
by KDR_11k
Did you even try looking at the unitdef? The settings to make it work are there.

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

Posted: 16 Nov 2008, 22:43
by bobthedinosaur
I got it working. I guess i was missing some files. thank you kdr!