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| The new activities format (CCMM) http://45.55.195.193/viewtopic.php?f=1&t=22014  | 
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| Author: | SneakyMax [ Sat Mar 19, 2011 1:37 am ] | 
| Post subject: | The new activities format (CCMM) | 
I'm at the point to start redoing the skirmish activities, and I have a few questions. 
 For #2 right there, I was thinking of a large generated lua table that looked like this: Code: self.Craft = { { name="craft_name" actors = { { name="actor_name", weapons= { "weapon_1_name", "weapon_2_name" } } } } }; I'm relatively new to Lua, but I know something like that would work in javascript. Could that work in Lua? I'll probably have some more questions.  | 
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| Author: | dragonxp [ Sat Mar 19, 2011 2:17 am ] | 
| Post subject: | Re: The new activities format (CCMM) | 
Yeah i used Java too. Anyways basically, when using 'if' you put the condition and use the statement 'then' instead of a {. For the } use the word 'end' instead. Well since i'm probably less versed in Lua then you, I didn't realize it was a table. I don't see anything like this in the base activities but meh.  | 
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| Author: | SneakyMax [ Sat Mar 19, 2011 2:19 am ] | 
| Post subject: | Re: The new activities format (CCMM) | 
I know Lua syntax, and Java != Javascript. I'm talking about a table creation, not an if statement. What I posted was not javascript, it was Lua. If it was javascript, then the array-like object would use square brackets [] instead of curly ones {}.  | 
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| Author: | Roast Veg [ Fri Mar 25, 2011 12:19 am ] | 
| Post subject: | Re: The new activities format (CCMM) | 
SneakyMax wrote: Why do normal .ini activities no longer work with mods? SneakyMax wrote: What are the advantages to Lua activities? SneakyMax wrote: Are the Lua activities files located in [cc_directory]/Base.rte/Scenes/Scripts? Is Missions.rte used any more?  | 
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| Author: | SneakyMax [ Fri Mar 25, 2011 12:50 am ] | 
| Post subject: | Re: The new activities format (CCMM) | 
Excellent, thank you. Why are so many people complaining that custom skirmish isn't working with mods, then?  | 
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| Author: | Roast Veg [ Fri Mar 25, 2011 12:52 am ] | 
| Post subject: | Re: The new activities format (CCMM) | 
No idea, I haven't really heard that at all.  | 
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| Author: | Laraso [ Tue Mar 29, 2011 12:10 am ] | 
| Post subject: | Re: The new activities format (CCMM) | 
CC seems to have been hardcoded to comment out the activities out of anything that includes them. This happens with my own mod, any files with activities I make it will automatically put a // next to them in the index, requiring the deletion of the comment for them to work. Even then, CC will figure out later on that I deleted the comment and it will put it back again, creating a viscous cycle. This didn't happen in B23 as far as I know. This might be why some people are complaining.  | 
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| Author: | SneakyMax [ Tue Mar 29, 2011 2:01 am ] | 
| Post subject: | Re: The new activities format (CCMM) | 
CCMM is the one doing that, because in B23 only one activity could be active at one time. I'm not sure if it still does that in 2.1.  | 
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| Author: | Roast Veg [ Tue Mar 29, 2011 5:22 pm ] | 
| Post subject: | Re: The new activities format (CCMM) | 
I didn't tell it not to, so unless you did then it still will.  | 
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