My mod is broken in 94.1, So I thought it is because some of the files in myMod\LuaRules\ are maybe wrong or outdated.
But then I noticed I do not know where to get correct ones.
I mean the files such as
draw.lua
gadgets.lua
system.lua
main.lua
gadgets\unit_script.lua
and maybe more or less.
Which files must be copypasted into mod so it works?
In other mods those files seem to have game-specifique things added to them?
Lua "base files" that game needs?
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Lua "base files" that game needs?
Technically you shouldn't need those as they are already in basecontent.
What errors are you getting? (If any)
What errors are you getting? (If any)
Re: Lua "base files" that game needs?
The files are in base content but as I understand you still have to include them.
So at least needs a unit_script.lua with something likeetc (or put in the whole file but that is stupid)
but even for something appearently simple there is variations like
And in other files is often more strange things that I dont understand.
Plus the stuff added by mods like for example
https://code.google.com/p/evolutionrts/ ... s/draw.lua
So at least needs a unit_script.lua with something like
Code: Select all
return include("LuaGadgets/Gadgets/unit_script.lua")
but even for something appearently simple there is variations like
Code: Select all
return VFS.Include("LuaGadgets/Gadgets/unit_script.lua", nil, VFS.ZIP_ONLY)
Plus the stuff added by mods like for example
https://code.google.com/p/evolutionrts/ ... s/draw.lua
Code: Select all
if (Spring.GetModOption("camode")=="deploy")or
(Spring.GetModOption("camode")=="tactics")
then
Re: Lua "base files" that game needs?
http://mwspring.svn.sourceforge.net/vie ... athrev=565
All you 'need' are main.lua, draw.lua and a unit_script.lua is ofc a good addition.
All you 'need' are main.lua, draw.lua and a unit_script.lua is ofc a good addition.
Re: Lua "base files" that game needs?
thanks flozi.