(Kill to Tech Mode) Half Working.

(Kill to Tech Mode) Half Working.

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

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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

(Kill to Tech Mode) Half Working.

Post by LordLemmi »

Oke here i show you the Kill to Tech Mode that i use in my Mod, where you need to kill enemy Units to reach the next techlevel, it sounds maybe a bit boring but it makes much fun. Atm it doesnt make a different if the unit is a flea or a krog, maybe someone could change that, it´s a bit wired but make it harder too, so if you loose some fleas you gave your enemy a good start.

Oke The Gadget is working pretty good, but the Widget is broken since new spring version, i asked in #lua some people but they havent found the error right now, jk gave me some hints but they doesnt helped me, i´m new in coding and still need to learn before i really could start.

Oke

Here is the Gadget:
http://pastebin.com/f100f1836
Widget:
http://pastebin.com/f77eb3d
The Widget isn´t working right, it shows just a kill counter ingame at right side (top). But if you kill enemy units, it doesnt add the kills, worked 2 spring versions before fine. It doesnt look that good maybe someone could improve it.

And here the config file (I use this atm for my mod):
http://pastebin.com/f5e4a45ef

My mod isnt released yet, this is a reason why.

So if anyone could help me out to fix that bug, or want to use it in his mod too, no problem just ask me, and give Credits to Spliff and Gunblob.

Regards,
LordLemmi
Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: (Kill to Tech Mode) Half Working.

Post by Hacked »

sounds good
maybe have the teching be based on destroyed unit cost instead of number of units? it should be somewhere in the unitdefs
User avatar
LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: (Kill to Tech Mode) Half Working.

Post by LordLemmi »

Hacked wrote:sounds good
maybe have the teching be based on destroyed unit cost instead of number of units? it should be somewhere in the unitdefs
Yeah good idea too i was thinking about the health a unit has, so more damage dealed more exp.

But anyway i lost Gunblob he is gone... sad but true
And Spliff just helped me a bit to fix stuff but has no more time.

So i´m happy when someone could fix it, when someone remake it a bit to make it cooler i´m happy too.
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