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Starting point for a Mod - unit scripting help...
Posted: 11 Dec 2009, 00:44
by aGorm
I know I have probably asked this ages ago, but I can't find my post... is there a good mod to use as a starting point?
I don't want any TA stuff hanging around in it and I guess I just need somthing thats the bear minimum (bear... heheh).
Looking in other mod's with loads of units is.... well, just plain confussing as I can't tell whats what.
Also, am I right in thinking if I'm going to start from scratch I should probably go LAU def's, anims, ect.. instead of fbi, bos, ect...? If so, where the hell is it documented, cause I can't find it in the wiki! (Or infact anything, the wiki is terribly organised and wholy confussing.)
aGorm
Re: Starting point for a Mod
Posted: 11 Dec 2009, 00:48
by Argh
FLOZi posted a minimal mod, IIRC.
Re: Starting point for a Mod
Posted: 11 Dec 2009, 00:57
by Regret
aGorm wrote:I know I have probably asked this ages ago, but I can't find my post... is there a good mod to use as a starting point?
I don't want any TA stuff hanging around in it and I guess I just need somthing thats the bear minimum (bear... heheh).
Looking in other mod's with loads of units is.... well, just plain confussing as I can't tell whats what.
Also, am I right in thinking if I'm going to start from scratch I should probably go LAU def's, anims, ect.. instead of fbi, bos, ect...? If so, where the hell is it documented, cause I can't find it in the wiki! (Or infact anything, the wiki is terribly organised and wholy confussing.)
aGorm
It's lua, and yea you should go with lua when going from scratch.
You might wanna try modifying some existing games first to get the feel for it.
Re: Starting point for a Mod
Posted: 11 Dec 2009, 08:41
by FLOZi
Argh wrote:FLOZi posted a minimal mod, IIRC.
I do, but the one that's around is outdated. I have a new one which is using 100% lua.
I'll stick it up later.
Re: Starting point for a Mod
Posted: 11 Dec 2009, 10:06
by aGorm
Sounds awesom FLOZi... thanks!
Re: Starting point for a Mod
Posted: 11 Dec 2009, 14:59
by FLOZi
Here you go. Note that it is a RARed .sdd. Also note that it's basically just the bare minimum to run, I (still) plan to do B & C mods with documentation and full examples.
Re: Starting point for a Mod
Posted: 13 Dec 2009, 13:21
by Warlord Zsinj
That file should probably be accessible in some sort of sticky.
Re: Starting point for a Mod
Posted: 15 Dec 2009, 12:09
by aGorm
So anyother question... I have something in game!! But now I need some example lua scripts for say a simple tank... everything seems to be in cob/bos in all the other mod's as far as I can see, but I know there are ment to be some examples around. So... if anyone has any, please let me know! I have a roungh Idea of how it worked in cob/bos, so if it's not to dissimlare I should be able to work out atleast the basics.
aGorm
Re: Starting point for a Mod - unit scripting help...
Posted: 15 Dec 2009, 13:01
by knorke
lol i am searching for that since ages. and everybody is like OHAI have a look at teh
lua stumpy!! and then i ask where to dl it and its like ololz it was there a second ago and now its gone

Re: Starting point for a Mod - unit scripting help...
Posted: 15 Dec 2009, 14:11
by FLOZi
Stumpy lua:
http://pastebin.com/f8e259f1
N.B. This requires some includes, they should be available here:
http://spring1944.svn.sourceforge.net/v ... d/scripts/
Along with more example lua unit scripts.
Re: Starting point for a Mod - unit scripting help...
Posted: 15 Dec 2009, 14:56
by aGorm
Cool, thanks FLOZi, this looks like exactly waht I need to get going.
One thing I noticed (I'm at work so I can't really check what this does yet) but at the top you havn't declaired barrel as a peice, but later you have used it... is it not nessacery for some reason?
Code: Select all
local base, flare, turret = piece ("base", "flare", "turret")
Other than that it looks simple enough!
aGorm
Re: Starting point for a Mod - unit scripting help...
Posted: 15 Dec 2009, 15:28
by FLOZi
Just a mistake on my part

Re: Starting point for a Mod - unit scripting help...
Posted: 15 Dec 2009, 16:20
by aGorm
Woot, I corrected somthing! Maybe I'll make a coder yet!