B24 Spectator Mode (Now with Editor Battles!) v2.02
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dsi1
Joined: Sun Dec 19, 2010 4:04 am Posts: 5
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Re: B24 Spectator Mode (now with Kill Counter) v1.1
So I tried to replace the default weapon and actor spawn lists with weapons and actors from DarkStorm, now the game fails to load Specate.lua (loading stops after loading Index.ini under Spectate.rte).
There aren't any apparent errors, the only difference is the changed weapons and actors, anyone have any idea what is going on? (Or should I post in the DarkStorm thread)
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Tue Dec 21, 2010 5:04 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: B24 Spectator Mode (now with Kill Counter)
Clairvoire wrote: It seems any sort of 'dropship' type of entity is made to skuttle itself if it capsizes. Yes, that's right. Currently, the engine is hardcoded to have dropships scuttle if they are inverted at any point, so even if they re-stabilize they still scuttle after being released from manual control.
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Tue Dec 21, 2010 5:38 am |
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Bizarro Ted Turner
Joined: Mon Dec 20, 2010 6:29 am Posts: 10
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Re: B24 Spectator Mode (now with Kill Counter) v1.1
This is a spiffy mod. Is it a mod? I dunno. It's spiffy though.
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Tue Dec 21, 2010 9:06 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: B24 Spectator Mode (now with Kill Counter) v1.1
You should change the scene's class name, some weird bugs have popped up. Just change in the ini LuaClassName = SkirmishDefense to Spectator, and replace it in the .lua as well
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Tue Dec 21, 2010 6:26 pm |
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Clairvoire
Joined: Mon Dec 20, 2010 1:55 am Posts: 8
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Re: B24 Spectator Mode (now with Kill Counter) v1.1
Dsi1 wrote: So I tried to replace the default weapon and actor spawn lists with weapons and actors from DarkStorm, now the game fails to load Specate.lua (loading stops after loading Index.ini under Spectate.rte).
There aren't any apparent errors, the only difference is the changed weapons and actors, anyone have any idea what is going on? (Or should I post in the DarkStorm thread) Umm... I'm not sure. CreateAHuman() and CreateHDFirearm() seem to take a second argument after the preset name, specifying the name of the rte (ex. "Spectator.rte"). Vanilla entities seem to load fine without that being specified, but maybe it's needed for extra modded in ones? mail2345 wrote: You should change the scene's class name, some weird bugs have popped up. Just change in the ini LuaClassName = SkirmishDefense to Spectator, and replace it in the .lua as well Done! Also, version 2 of this thing is up. No more jury rigged crates to deal with at all (thank Dauss for that) Put a few hotkeys in too. If you hit backspace, it'll begin everything while you're still in the editor (can't seem to go back to the editor though, it's like the game's gears just start grinding, so once you leave the editor, backspace does nothing) Also cleaned up the .lua file, so it actually has indentation now! Haha Anywho, hope you guys enjoy
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Tue Dec 21, 2010 9:05 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: B24 Spectator Mode (Now with Editor Battles!) v2.01
Keep this up and I can see you becoming one of the forum's elite! Excellent work so far.
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Tue Dec 21, 2010 10:04 pm |
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Duckmeister
Joined: Sat Dec 18, 2010 9:58 pm Posts: 3
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Re: B24 Spectator Mode (Now with Editor Battles!) v2.01
Excellent work with this mod. This provides a no-hassle way to demonstrate what makes CC fun to friends. No digging through the buy menu, just press start and we are ready to go. Thanks for this.
Now, to make this work with 4 AI-controlled teams.
I tried using the Moar Friends mod (allowing CPU blue and yellow teams) along with this by unlocking the CPU team in the index file, but they were still spawning neutrally, along with a plethora of other glitches.
If you could implement the ability to have all four teams going at the same time, all CPU controlled, that would be marvelous. And not just any old marvelous, you have to say it right, "MAAHVELOUSH".
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Tue Dec 21, 2010 11:25 pm |
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dsi1
Joined: Sun Dec 19, 2010 4:04 am Posts: 5
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Re: B24 Spectator Mode (now with Kill Counter) v1.1
Clairvoire wrote: Dsi1 wrote: So I tried to replace the default weapon and actor spawn lists with weapons and actors from DarkStorm, now the game fails to load Specate.lua (loading stops after loading Index.ini under Spectate.rte).
There aren't any apparent errors, the only difference is the changed weapons and actors, anyone have any idea what is going on? (Or should I post in the DarkStorm thread) Umm... I'm not sure. CreateAHuman() and CreateHDFirearm() seem to take a second argument after the preset name, specifying the name of the rte (ex. "Spectator.rte"). Vanilla entities seem to load fine without that being specified, but maybe it's needed for extra modded in ones? I added "DarkStorm.rte" to lines 231, 233, 234 and lines 287, 290, 291 like this: Code: CreateAHuman(self.AList[math.random(#self.AList)],"DarkStorm.rte");
AddInventoryItem(CreateHDFirearm(self.WList[math.random(#self.WList)]),"DarkStorm.rte"); The game launches properly now, but when I start the game mode the AI is inactive. (Using v2.01) Do I need to specify "DarkStorm.rte" anywhere else? I didn't notice anything with my limited knowledge of Lua
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Wed Dec 22, 2010 2:08 am |
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hax
Joined: Tue Aug 11, 2009 2:42 am Posts: 321 Location: On an iceberg typing away...
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Re: B24 Spectator Mode (Now with Editor Battles!) v2.01
Why does this keep on spamming/printing print:0 in the console?
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Wed Dec 22, 2010 4:03 am |
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Clairvoire
Joined: Mon Dec 20, 2010 1:55 am Posts: 8
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Re: B24 Spectator Mode (Now with Editor Battles!) v2.01
hax wrote: Why does this keep on spamming/printing print:0 in the console? ... ... *facepalm* fix'd! Sorry about that! I had left a print() command in while I was debugging. Had several others, this one though managed to slip paste me when I removed them. Thanks for letting me know!
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Wed Dec 22, 2010 4:34 am |
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Toxic Potato
Joined: Thu Dec 23, 2010 10:30 pm Posts: 1
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Re: B24 Spectator Mode (Now with Editor Battles!) v2.02
Love the mod! I love how you can toggle automatic spawning, came in handy while trying to avoid some lag on Nuts! difficulty, heh. However, I'd like to ask something. If I want to, say, make it so units spawn with UniTec weapons or something, what would I modify in the LUA code to do that? Bear in mind, I'm not a LUA guru, so please try not to get too technical. Never mind, I figured it out. ^^ But even still, I really love the mod, it's lots of fun not having to deal with buying my own units. I also do have a suggestion; maybe there's a way to force a certain team to spawn?
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Thu Dec 23, 2010 10:47 pm |
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constantcompile
Joined: Mon Feb 28, 2011 10:15 pm Posts: 8
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Re: B24 Spectator Mode (Now with Editor Battles!) v2.02
My thanks. My computer now groans under the weight of several dozen crashed dropships.
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Thu Mar 03, 2011 4:11 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: B24 Spectator Mode (Now with Editor Battles!) v2.02
Thank you very very much. This is what I've wanted to see in CC for a long time!
Though I find that i can't leave the keyboard to watch the battle while doing other stuff because the brain is in the sky. Could there be an invisible spectator node that you can move around with your wasd keys so that you can leave it at wherever you want to spectate?
It make things simpler than placing actors in concrete tombs all around the map.
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Thu Mar 03, 2011 5:19 am |
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Mono The Elder
Joined: Wed Jan 26, 2011 4:44 pm Posts: 104 Location: Not sure. It's Dark in here.
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Re: B24 Spectator Mode (Now with Editor Battles!) v2.02
okay, now, this may have already been addressed, but is it at all possible to have control over both teams? so you can just place actors and etc like in the scene editor? (as far as teams go)
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Sun Mar 27, 2011 12:35 am |
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sss505sss
Joined: Mon Feb 09, 2009 4:21 pm Posts: 22 Location: My house.
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Re: B24 Spectator Mode (Now with Editor Battles!) v2.02
My hats off to you. Truley a pleasure to have yet another mod to make CC even better.
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Wed Apr 06, 2011 4:17 am |
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