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object hiding

Posted: 29 May 2006, 08:53
by MrSpontaneous
While this is a bit of a scripting question, it mainly has to do with the way the model works.

If I have a unit that builds its weapons, can I make it so that the weapons only show up in its fire points (such as missles) when it has them built?

thanks

edit: also, is it possible to animate something while the unit is building its weapons (and then have a differnt animation if it fires)

Posted: 29 May 2006, 09:36
by smoth
yeah and no... you cannot really fake a nano spring but yeah you can have the weapon create parts. Feel free to look at the unit "turret" from Gundam.

Posted: 29 May 2006, 09:46
by MrSpontaneous
I mean while it is building its internal weapon (like a nuke)

Also, have you taken a look at the recent e-mail I sent you to try to narrow down that wierd virus thing?

Posted: 29 May 2006, 09:53
by smoth
You cannot moniter the status of a unit's construction progress nor can you moniter the progress of a stockpiled weapon.

You bmps are virused

Posted: 29 May 2006, 10:03
by MrSpontaneous
which folder?

Posted: 29 May 2006, 10:07
by smoth
the bmps zip file.

Posted: 29 May 2006, 10:09
by MrSpontaneous
I don't have a bmps.zip folder. . .I have a bitmap folder, but that does not do any thing for the mod at the moment. . .

Posted: 29 May 2006, 10:10
by smoth
something about that rar was virused. I was able to download all of the other files.

Posted: 29 May 2006, 10:13
by MrSpontaneous
well if its the bit map folder, no worries that has nothing in it that my mod is using :D. (btw, I got that folder from the UH mod, and was going to add my stuff to it later :S)

Posted: 29 May 2006, 10:14
by smoth
lol, well I am looking for why your mod crashes. I am taking a break though... gonna eat some bbq wings :)

Posted: 29 May 2006, 10:16
by MrSpontaneous
thanks again for the help, I will probably go to sleep soon, so if you figure it out a half hour later, just message me the results. (its 1 o clock were I am (morning))

Posted: 29 May 2006, 10:24
by smoth
it is 3:15am here.

Posted: 29 May 2006, 10:27
by MrSpontaneous
If only the rest of the world were nocternal. . .

Posted: 29 May 2006, 10:38
by smoth
I like it this way. No one is out, the night is less lonely then the day. People are so caught up in their own lives that it is frankly more lonely in the day.

Posted: 29 May 2006, 10:44
by MrSpontaneous
actualy, I like the creatures that are out at night. I don't know if I would use the word lonely. . .I find the night to be more empty (and I like that it is colder, don't like it when the temperature goes above 60 dgrees farenhiet outside) which is fine with me because I find that I am out of sync with most people, not many if any interests etc.

caught up in their own lives. . .I would say that is true except that they are so caught up in their lives they forget about their lives, and loose track of important things.

Posted: 29 May 2006, 10:59
by smoth
still no luck

I did see this:
Moveinfo.tdf

Code: Select all

[class17]
	{
	Name=ALLT;
	footprintx=3;
	footpringy=3;
	maxwaterdepth=300;
	maxslope=90;
}
Sidedata:

Code: Select all

	[DOOMSD]
	{
	canbuil1=DOOMFD;
	}
	[DOOMFD]
	{
	canbuilt1=DOOMSD
	}
Needs to be:

Code: Select all

	[DOOMSD]
	{
	canbuild1=DOOMFD;
	}
	[DOOMFD]
	{
	canbuild1=DOOMSD;
	}
it goes from 0-255(iirc...) you want to keep your values in that range.. but that isn't the problem.

Posted: 29 May 2006, 11:08
by smoth
Ok, it was either the missing simicolon or the fact you missspelt canbuild.


Either way do the change I tell you to and voila!

Posted: 29 May 2006, 18:08
by zwzsg
smoth wrote:You cannot moniter the status of a unit's construction progress
Actually, with some heavy scripting, you could. First a "for" loop on all ID (don't forget to use the new "get MAX_ID", then some "if(get UNIT_XZ(id)==get PIECE_XZ(buildpad))", then store the ID, and use the new "get UNIT_BUILD_PERCENT_LEFT" to monitor the construction progress.

However, stockpiled weapon aren't units, so I don't see any way to monitor how much they are built.

Posted: 30 May 2006, 00:02
by MrSpontaneous
hmm, well the mod loads up again, and now I have to make the unit work (debuging time :P) thanks smoth.

It seems to me it would be possable to make better mods for this engine if the developers allowed for monitoring of more variables. such as corpses, other units etc. The more you can pay attention to, the more you can react to.

Know if adding more things to do with corpses is any were on the block?

Posted: 30 May 2006, 03:42
by zwzsg
Once, (in WP's duck to be precise) I tricked TA into allowing my script to choose which corpse sequence to use. The trick was to have the first sequence of corpses, then to end with a corpse that had:
featuredead=first_corpse_of_new_sequence;
indestructible=1;
flamable=0;
reclaimable=0;
blocking=0;
hitdensity=0;
footprintx=0;
footprintz=0;
height=0;
filename=trees;
seqname=smudge02;
Then, in the killed script, I just add the number of corpse in the first sequence of corpse to the corpsetype as an offset to make it use the second sequence of corpse. There's no reason the same kind of trick wouldn't work under Spring.