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LUA missionscripts update

Posted: 25 Jan 2007, 23:22
by SeanHeron
Erm, this may be another case of "not worth bothering" for, but some of the currently shipped LUA missionsscripts ( aistartscripttest.lua and missiontest.lua to be precise) don´t work (with XTA) because they use the old TA style names (ARMFAV), while XTA has changed all the names to side_unitname (Arm_Jeffy). Its not much work, so I did it and it works fine and dandy, but I thought it might be good if it were corrected in the official version as well. I´ve uploaded here:

edit: links corrupt.
Reuploaded a zip with a diff for all three scripts :
http://spring.unknown-files.net/file/22 ... pdate.zip/

I also reuploaded the scripts themselves to:
http://spring.unknown-files.net/file/22 ... ntest.lua/
http://spring.unknown-files.net/file/22 ... ttest.lua/


Regards Sean
P.S.
and ordertroops.lua could do with changes to print output (says: write .order 5 ARMSTUMP , when it would now have to be: .order 5 Arm_stumpy), I´ve done that also.
http://spring.unknown-files.net/file/22 ... roops.lua/

Posted: 27 Jan 2007, 01:15
by SeanHeron
hello ? Would somebody mind giving me at least an aknoleging: "yea, your right, its not worth going to the bother of commiting that." That would be nice :D.

Posted: 27 Jan 2007, 01:17
by Peet
Napkin/Chojin made a nice perl script that automagically changes things to the new names...that's what we used on XTA.

Posted: 27 Jan 2007, 01:20
by Tobi
It's nice to commit actually, just one thing I dont like about this whole namechange is that it broke compat between XTA/AA/BA etc. In the past our scripts used to work on each of those mods, but now they're either only AA/BA or only XTA...

So I'd even more prefer a script that tries both names, hence works in both naming schemes, but I'm not sure enough functions are available in the LUA missionscripts to make that...

Posted: 27 Jan 2007, 01:30
by SeanHeron
Edit (overworked to be more consise and coherant):
The names I had to change were hardly worth engaging a parser for, but thanks anyway Peetah :).
I agree that not being able to run the scripts on both XTA and BA is a drawback, but thats the facts at the moment. I guess we could try to convince the BA/AA/and LLTA modders to go with the XTA naming convention, that would resolve that again :) (if we offered them the parser, they might not even mind :D ).
But, independent of that, the two scripts that are broken at the moment choose XTA as a mod anyhow, so your not losing anything by commiting them (you´d have to edit the script to choose a different mod, and if you do that then changing the names might not be too difficult either :D ).

By the way thanks for the responses :)

Posted: 27 Jan 2007, 04:03
by LordMatt
I would be very much against any unitname changes. I have keybinds that would be a huge pain in the ass to update, as do many other BA experts.

Posted: 27 Jan 2007, 13:23
by Tobi
@ SeanHeron:

Ok, then it doesn't matter in this case. Will commit them soonish. Thanks for your contribution!

Posted: 27 Jan 2007, 13:36
by Tobi
I get a
Unknown Files wrote: Unable To Load Page!
Reason :

The file you are looking for does not exist!
When trying to load the first two links.

Posted: 29 Jan 2007, 14:08
by SeanHeron
Sorry, I had uploaded to /temporary/ (cause I thought it would make sense for them to be deleted after 7 days) but apparently they got axed quicker...
As I have Smart SVN lying around and today noticed the "make patch" option, I´ve uploaded a zip with a diff as well (not knowing if they will work or are any good). Links see first post.
edit:
PS thanks :D.

Posted: 29 Jan 2007, 21:02
by Tobi
Committed.