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Mapping

Posted: 21 Jun 2007, 18:46
by HeadHunter
I have found one big bug in the map's smd. Why is it impossible to set the solar power for the map? Maybe it should be done cause in casse of cloudy weather there must be no solar power...
And, by the way, it would be nice if you have added a possibility to make some units that would be lighting the way on the night maps...

Re: Mapping

Posted: 21 Jun 2007, 18:57
by Neddie
HeadHunter wrote:I have found one big bug in the map's smd. Why is it impossible to set the solar power for the map? Maybe it should be done cause in casse of cloudy weather there must be no solar power...
And, by the way, it would be nice if you have added a possibility to make some units that would be lighting the way on the night maps...
If you could create a new thread, detailing your request and your reasons, that would be helpful. This thread is more of a rules post about asking for new features, rather than an area to ask for new features.

Posted: 21 Jun 2007, 19:56
by KDR_11k
Solar power is not a map attribute, the solar unit simply has an energy production value.

Posted: 21 Jun 2007, 21:46
by quantum
You can use Lua to change the Solar's output in the upcoming version of Spring. Here is an example.
The problem is that you'd have to take into account that different mods and mod versions can be played on your map.

Posted: 22 Jun 2007, 00:04
by trepan
Split into a new thread.

HeadHunter
Please read the thread's topic before posting into it.

Posted: 22 Jun 2007, 07:17
by yuritch
Even OTA had a SolarPower tag in its maps, and even then it wasn't used. Spring doesn't support it, and solar output is set via FBI files, so it can be different in each mod.
Lua way is good, but it cannot detect non-TA clone solars (since it's programmed to look for ARMSOLAR and CORSOLAR) and so is limited to XTA, AA, BA, CA, whateverA mods.

Posted: 22 Jun 2007, 10:36
by trepan
The "lua way" is packaged with the mod.

Posted: 22 Jun 2007, 10:59
by yuritch
I understand the original poster wanted this feature on a per-map basis, not per-mod. Such as applying a miltiplier to all solar power output depending on map author's view on his map (solar collectors won't do much good on a night map, for example, but can be super-effective on an atmosphereless always bright moon map).

Posted: 22 Jun 2007, 11:16
by imbaczek
Probably possible with some LuaGaia hackery.

Posted: 22 Jun 2007, 12:41
by trepan
LuaRules can parse the map SMD file (SM3?).

Alternatively, you could use inter-script communications.
Define a GetSolarScale(altitude) in LuaGaia/main.lua, and
call Spring.LuaGaia.GetSolarScale(alt) from LuaRules/main.lua.

Posted: 22 Jun 2007, 13:21
by LBPB
I requested this feature months ago...

And it got a very cold and unwelcome answer from old time members... :roll:
Nevertheless it would be a great addition to the game