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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: CC Build 30 Info: Lua Draw Functions
At the very least, you can select the teams of the first four players. If you want to get fancy, use Weegee's fancy in-game designator, and Clairvoyance's skirmish plus mod for dropping things in during battle.
You could probably have as many teams and npcs you want, but the issue is lag, and having to designate them by non-standard methods.
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Tue Feb 18, 2014 8:04 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: CC Build 30 Info: Lua Draw Functions
Can you make it so that AI go-to paths are only visible when you are controlling the actor? (or the waypoint, provided that it's an actor too)
Also, will there be a group-go-to option to set the same waypoint for all actors in a squad? (potentially dismissing the squad leader, instead of "following")
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Wed Feb 19, 2014 4:07 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: CC Build 30 Info: Lua Draw Functions
It's easy to show paths only for selected actor and a bit more complicated to show paths of all squad members, need to think if it's worth doing at all.
Currently they just follow their commander, and the commander himself is gotoing somewhere. This should allow them to act as a group, and not spread everywhere. But when commander dies, they'll switch to goto modes and proceed to commander's destination. I don't think we'll change this, but who knows.
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Thu Feb 20, 2014 6:26 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: CC Build 30 Info: Lua Draw Functions
You can also set the leader to Go To and disband the squad, and the followers will copy the Go To point and move towards it individually.
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Thu Feb 20, 2014 7:50 am |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: CC Build 30 Info: Lua Draw Functions
CaveCricket48 wrote: You can also set the leader to Go To and disband the squad, and the followers will copy the Go To point and move towards it individually. Perfect, this is more or less exactly what I was looking for. Anyway, what comes to hiding the waypoints, I'd be glad if they could at least be set so that they would only be visible when the actor is selected.
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Thu Feb 20, 2014 10:16 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: CC Build 30 Info: Lua Draw Functions
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Thu Feb 20, 2014 1:35 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: CC Build 30 Info: Lua Draw Functions
Can we have mopixel glows, like the glowing gold from way back when?
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Sat Feb 22, 2014 1:03 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: CC Build 30 Info: Lua Draw Functions
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Sat Feb 22, 2014 11:43 am |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: CC Build 30 Info: Lua Draw Functions
Will the default FoW in B30 be bigger, also maybe more fitting to the bunker module sizing, such as 96x96 or 192x192?
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Sat Feb 22, 2014 11:50 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: CC Build 30 Info: Lua Draw Functions
Now that you asking, I think we need to discuss it. Probably yes.
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Sat Feb 22, 2014 12:28 pm |
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Bad Boy
Joined: Fri Sep 10, 2010 1:48 am Posts: 666 Location: Halifax, Canada
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Re: CC Build 30 Info: Lua Draw Functions
New menu looks nice, easier customisability for players is definitely a good thing.
Also for fow, can it be set up so the awful white reveal colour is toggleable when making fog of war?
Also, I noticed data added or fixed the lua binding for the waypoint function actor:GetAIMOWaypointID(). Since we're getting this waypoint functions to complement the already existing movepath stuff (actor.MOMoveTarget in this case) can I put in a request for the rest of them, i.e. actor:GetClosestAIWaypoint() and actor:GetAllAIWaypoints()? I realise the same stuff can be done using movepath, but a one line solution that doesn't require checking through a bunch of tables would be nice.
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Sat Feb 22, 2014 6:50 pm |
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clunatic
Joined: Fri Nov 23, 2012 5:42 am Posts: 143
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Re: CC Build 30 Info: Lua Draw Functions
How will the fog of war and infinite gold options work with custom activities? Similar to the faction selection or do those options overwrite anything the activites' lua says?
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Sun Feb 23, 2014 9:02 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: CC Build 30 Info: Lua Draw Functions
No, they don't overwrite anything, activity must read those values and apply if it want's so.
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Mon Feb 24, 2014 3:23 am |
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kerlc123
Joined: Sun Sep 26, 2010 2:36 pm Posts: 31
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Re: CC Build 30 Info: Lua Draw Functions
It's great to see some progress done on CC. Has there been any thought given to designing an updater for the non-steam version of CC?
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Mon Feb 24, 2014 8:58 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: CC Build 30 Info: Lua Draw Functions
If you know what I mean. Also, Bad Boy, Abdul exposed plenty of pathfinding stuff to Lua, they will probably helpful for you.
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Wed Mar 05, 2014 2:18 pm |
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