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Start scripting TA model replacements!

Posted: 12 Dec 2010, 14:07
by SirArtturi
Please, start animating & scripting Beheriths, Cremuss and Mr.Bob's models. That is the biggest thanks that modeller can get for his art.

http://code.google.com/p/finaloutcome/s ... naloutcome

http://springrts.com/phpbb/viewtopic.ph ... 4&start=40

http://springrts.com/phpbb/viewtopic.ph ... &start=140

Re: Start scripting TA model replacements!

Posted: 12 Dec 2010, 14:31
by Otherside
afaik cremus's models are being scripted and ported into CA atm.

Re: Start scripting TA model replacements!

Posted: 16 Dec 2010, 00:43
by Neddie
Well, that is a start. I encourage this effort.

Re: Start scripting TA model replacements!

Posted: 16 Dec 2010, 02:28
by Wombat
bobs and pyras models are not even finished and will probably change a bit so its kinda pointless, no ?

Re: Start scripting TA model replacements!

Posted: 16 Dec 2010, 03:15
by BaNa
I have no idea how to script but if new models are so abundant i may try. Is lua script good for it?

Re: Start scripting TA model replacements!

Posted: 16 Dec 2010, 04:23
by Pxtl
"Final Outcome"? UAR?

Re: Start scripting TA model replacements!

Posted: 16 Dec 2010, 18:30
by caldera
is there some easy way to get cob/bos to lua? cause starting from scratch is too much work

Re: Start scripting TA model replacements!

Posted: 16 Dec 2010, 22:50
by luckywaldo7
Convert stupid dumb Bos to amazing awesome Lua!

By CarRepairer, doesn't do nearly 100% conversion but it does a lot of the grunt work.

Re: Start scripting TA model replacements!

Posted: 17 Dec 2010, 00:18
by FLOZi
You'll just end up writing bos in lua though. You should write lua in lua.

Re: Start scripting TA model replacements!

Posted: 17 Dec 2010, 00:28
by luckywaldo7
Probably what would be more useful is good examples ;)

Re: Start scripting TA model replacements!

Posted: 17 Dec 2010, 00:34
by oksnoop2
luckywaldo7 wrote:Probably what would be more useful is good examples ;)

I don't know if they are good but they are plentiful.

http://code.google.com/p/conflictterra/ ... %2Fscripts

Re: Start scripting TA model replacements!

Posted: 17 Dec 2010, 23:43
by caldera
its easier than i thought. one thing i dont get to work is the flare/fire effect when a unit shoots. should be something like that:
EmitSfx(flare2, EFFECT)

But i dont know how to call this effect exactly in lua...

Re: Start scripting TA model replacements!

Posted: 18 Dec 2010, 00:11
by oksnoop2
Oh the CEG? Here's what i wrote on them. but there is better stuff in sprnig's wiki if you can find it.

http://code.google.com/p/conflictterra/ ... Explantion

Re: Start scripting TA model replacements!

Posted: 18 Dec 2010, 00:24
by caldera
Thanks, ill have to check that tomorrow.
Here is what i got so far on the new punisher model made by Mr.Bob:
http://spring-portal.com/index.php/docm ... tion-video

Re: Start scripting TA model replacements!

Posted: 19 Dec 2010, 00:13
by caldera
Looks like i have to replace the fbi-file by lua too. I've done that, but ingame the unit int found anymore, do i have to do something to tell spring to recognize lua instead of fbi now?

Re: Start scripting TA model replacements!

Posted: 19 Dec 2010, 00:24
by SanadaUjiosan
http://code.google.com/p/conflictterra/ ... .lua?r=901

That should do it.

Edit: That is, you need this script in the game, if that's not clear.

Re: Start scripting TA model replacements!

Posted: 19 Dec 2010, 00:33
by caldera
using that, my lua-script works, but not the former fbi. Perhaps my error is somewhere else.

Re: Start scripting TA model replacements!

Posted: 19 Dec 2010, 00:42
by SirArtturi
Looking good caldera! Keep it up!

Re: Start scripting TA model replacements!

Posted: 24 Dec 2010, 07:01
by KingRaptor
Lua scripts for Behejammer and Behespy.
If you don't want to use the included constants.lua file, localize the relevant variables/functions to the unit script files.

This .bos script was written for a modification of the Behecrasher.

Re: Start scripting TA model replacements!

Posted: 25 Dec 2010, 04:54
by Saktoth
Important note for anyone making lua scripts: /cheat /luarules reload allows you to reload the script in game, for easy tweaking.

Since Behe is working on his models again, we'll script them when he releases them.

Crems game is huge, and needs dedicated scripters. It already has a lot of scripted units though, if you want examples. One problem is I dont necessarily know what all the pieces are or how they are meant to move exactly, and i cant investigate what the pieces are and where they are attatched in upspring because they are obj files.

CA itself is another place where you can find examples of lua scripts:
http://code.google.com/p/zero-k/source/ ... %2Fscripts