Gaia Model and COB Script
Posted: 28 Feb 2007, 02:40
I'm looking for a volunteer to make a COB scripted gaia model for
testing purposes. The COB script should contain custom functions
(threads), that will be called by the lua gaia script. These custom
functions can also have parameters (ex: PlayDead(600)). The
lua script can receive callbacks when a COB thread has finished.
Note that the gaia units can also receive the standard commands
(stop, move, attack, etc...)
Make a pig, a tractor, a dancing krogoth, whatever works for you.
What's important is that it have a couple of custom functions
for testing (preferably with at least one parameter). You can also
try adding a COB->LUA query if you're daring.
P.S. One more thing, set the FBI gaia field to something other then
an empty string. That's the field that the gaia script uses to tell which
units to use (some values that I've been playing with are aerial, artic,
aquatic, subaquatic, desert, forest, grassland, mountain, space, tech,
etc...)
testing purposes. The COB script should contain custom functions
(threads), that will be called by the lua gaia script. These custom
functions can also have parameters (ex: PlayDead(600)). The
lua script can receive callbacks when a COB thread has finished.
Note that the gaia units can also receive the standard commands
(stop, move, attack, etc...)
Make a pig, a tractor, a dancing krogoth, whatever works for you.
What's important is that it have a couple of custom functions
for testing (preferably with at least one parameter). You can also
try adding a COB->LUA query if you're daring.
P.S. One more thing, set the FBI gaia field to something other then
an empty string. That's the field that the gaia script uses to tell which
units to use (some values that I've been playing with are aerial, artic,
aquatic, subaquatic, desert, forest, grassland, mountain, space, tech,
etc...)