Map Gadget Scripts - Are game play effects possible?

Map Gadget Scripts - Are game play effects possible?

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

Moderator: Moderators

Post Reply
tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

Map Gadget Scripts - Are game play effects possible?

Post by tinnut »

Hi Guys,

Can I create lua gadget scripts that control / modify game play that are attached to the map (ie: within the .sd7 file)?

Doing things like creating units for player teams (as opposed to the Gaia team) or moving players units around? I'd like to add some "game play effects" to a map I'm working on. I've seen other maps that use gadgets to introduce graphical effects, but this isn't what I'm trying to achieve.

From what I've read, to include lua scripts with a map, it can only use LuaGaia, which limits me to control of the Gaia team.

Is this right?

Cheers
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Map Gadget Scripts - Are game play effects possible?

Post by AF »

Once Fang created a hack mod that was EE and BA merged together, suffice to say a handful of lvl1 GD tanks killed masses of uber powerful core units, since he did not balance the TA and EE units you too would have this problem. You would need to create individual versions fo every unit otherwise it would be overpowered in one game and utterly useless in another.

Instead perhaps you could find a more utilitarian item such as a teleport pad or minefields.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Map Gadget Scripts - Are game play effects possible?

Post by Forboding Angel »

It was horribly amusing watching 1000 ak's get utterly obliterated though :-)
tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

Re: Map Gadget Scripts - Are game play effects possible?

Post by tinnut »

Thanks for the replies.

I've got a gadget script working that is creating units for the player working for my map under single player (directly launching the spring exe file) so now I'll just test it from the lobby.

The map has five objects that once your side "owns" them for a set amount of time, I wanted to make it end of game. Rather than just destroy all of the other sides units, I through I'd try something "interesting" and have it spawn a random unit (making it, in theory, mod independent) to a random location on the map every couple of seconds. It was kind of a bit funny to see ships spawned in the middle of a waterless plain and buildings appearing on hills, but I think I'll try for something else instead - perhaps an expanding sphere or cylinder that destroys enemy units as it gets to them.

I had considered scripting a teleport pad - it should be easy, but maybe for a different map. I'd have to think about how the map would play. Maybe a large map with a series of islands connected via teleport pads with a toxic "ocean"... dunno.

I think that if I had the teleport pad detect any units selecting it as a waypoint, and then automatically adding a second waypoint for that unit at the other end of the teleport so that the player could then just add additional waypoints from there might reduce the amount of micro it took to use.

TLDR: I seem to be able to do what I wanted to with gadgets within a map sd7 file.

Cheers.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Map Gadget Scripts - Are game play effects possible?

Post by REVENGE »

tinnut wrote:Thanks for the replies.

I've got a gadget script working that is creating units for the player working for my map under single player (directly launching the spring exe file) so now I'll just test it from the lobby.

The map has five objects that once your side "owns" them for a set amount of time, I wanted to make it end of game. Rather than just destroy all of the other sides units, I through I'd try something "interesting" and have it spawn a random unit (making it, in theory, mod independent) to a random location on the map every couple of seconds. It was kind of a bit funny to see ships spawned in the middle of a waterless plain and buildings appearing on hills, but I think I'll try for something else instead - perhaps an expanding sphere or cylinder that destroys enemy units as it gets to them.

I had considered scripting a teleport pad - it should be easy, but maybe for a different map. I'd have to think about how the map would play. Maybe a large map with a series of islands connected via teleport pads with a toxic "ocean"... dunno.

I think that if I had the teleport pad detect any units selecting it as a waypoint, and then automatically adding a second waypoint for that unit at the other end of the teleport so that the player could then just add additional waypoints from there might reduce the amount of micro it took to use.

TLDR: I seem to be able to do what I wanted to with gadgets within a map sd7 file.

Cheers.
All of these are great ideas dude, keep it up.
Post Reply

Return to “Lua Scripts”