ct moph indicators

ct moph indicators

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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

ct moph indicators

Post by oksnoop2 »

When I play Xta and morph a commander i get this:
Image
In that picture is some slight team colored glowing and a handy progress bar.

I assume that all that's being used is the status bars widget and the morph gadget.

When I take these out of Xta and plop them in ct I get this:
Image
In that picture i see a flashing blue ship with some text that says paralyzed with a really high, unchanging timer.

I also get the above image when i pull the gadget and widget from CA. I'm stumped as to why this is happening. My only guess is that there's more involved than the two files.

If you don't have ct and want to lend a helping hand you can check out my svn or download the stable from this site:
http://code.google.com/p/conflictterra/ ... n/games/CT
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Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: ct moph indicators

Post by Niobium »

Morphing works by stunning the unit, which it does by applying ridiculously high stun damage, 1e9.

I assume then that when graphical widgets step in, they are hardcoded to see that it is stun caused by morph and to not render the stun graphics / stun bar like you are seeing. So I'd look at updating those, starting with unit_healthbars.lua.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: ct moph indicators

Post by Beherith »

Yes, normally flashing blue just indicates stun. Would you mind looking a little closer to see if the morph animation is just hidden by the stun one?
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: ct moph indicators

Post by SanadaUjiosan »

Tampered with cloaking the first time today, and noticed something interesting. The flashing yellow "shell" that we're expecting with morph, and that is also present when units cloak in BA, is not present. Is this yellow "shell" an engine feature or something else, that we're missing?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: ct moph indicators

Post by smoth »

turn off health bars. it is possible that is what is causing the effect.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: ct moph indicators

Post by FLOZi »

SanadaUjiosan wrote:Tampered with cloaking the first time today, and noticed something interesting. The flashing yellow "shell" that we're expecting with morph, and that is also present when units cloak in BA, is not present. Is this yellow "shell" an engine feature or something else, that we're missing?
I know that in CA LUPS controls unit visuals when cloaked, and I know BA uses LUPS.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: ct moph indicators

Post by zwzsg »

Hey oksnoop2, did you add the file \LuaRules\draw.lua ?
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: ct moph indicators

Post by oksnoop2 »

I added draw and my start unit did not spawn.

EDIT: Fixed by dumping in a few more file and over writing some older ones. Cloak is still not pretty though, Is there a gadget/widget to make it look nice?
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: ct moph indicators

Post by zwzsg »

I'll say it for the third time:

You need TWO files in \LuaRules\
Not one, not three, but two. (Well, plus the whole /Gadgets/ folder ofc)

These two files are: draw.lua and main.lua
They must contain the same line:

Code: Select all

VFS.Include("LuaGadgets/gadgets.lua",nil, VFS.BASE)
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