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ct moph indicators

Posted: 23 Sep 2010, 21:43
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

Re: ct moph indicators

Posted: 23 Sep 2010, 23:35
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.

Re: ct moph indicators

Posted: 24 Sep 2010, 00:38
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?

Re: ct moph indicators

Posted: 24 Sep 2010, 02:36
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?

Re: ct moph indicators

Posted: 24 Sep 2010, 02:37
by smoth
turn off health bars. it is possible that is what is causing the effect.

Re: ct moph indicators

Posted: 24 Sep 2010, 03:22
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.

Re: ct moph indicators

Posted: 24 Sep 2010, 12:44
by zwzsg
Hey oksnoop2, did you add the file \LuaRules\draw.lua ?

Re: ct moph indicators

Posted: 24 Sep 2010, 18:11
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?

Re: ct moph indicators

Posted: 25 Sep 2010, 18:52
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)