Startscripts and Maps

Startscripts and Maps

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Startscripts and Maps

Post by Auswaschbar »

Hi scripters out there,

I'm currently improving how spring deals with startscripts.
To start a map with a custom startscript (think of a scenario / campaign, or various "fun-maps" like towerdefense etc.), currently every player needs to download the same startscript and map and set it all in the setup script (but I am not aware of any lobby which supports this).

I recently commited a patch which makes it possible to include a startscript in a maparchive.
What I'm currently doing is a "Script" tag in the map definition file (*.smd / *.sm3). This tag specifies the startscript to use, it will overwrite the "Scriptname"-tag in the setupscript.
However, this will make the "SelectMap"-Function of startscripts not to work. Is anyone actually using this? Or do you have any other suggestions?

Thanks for feedback
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Startscripts and Maps

Post by SinbadEV »

I don't think anyone is using this tag because it doesn't work correctly. How would one start a game with a specific LUA based start script that isn't included in the map archive after you make this change?

I think it would be better to correct the lobbies inability to load them and fix this bug while your at it so that we can actually have working missions.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Startscripts and Maps

Post by Auswaschbar »

SinbadEV wrote:I don't think anyone is using this tag because it doesn't work correctly. How would one start a game with a specific LUA based start script that isn't included in the map archive after you make this change?
If the map doesn't has its own, it will work like before (you select both script and map in startscript)
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