adding landing pad lights on a skirmish map

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NoQ
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Re: adding landing pad lights on a skirmish map

Post by NoQ »

In the last file uploaded, the PIE still has test.png in it, instead of the texture name.
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carbon dude oxide
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Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

ive fixed that now but it is still crashing the game :/
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Re: adding landing pad lights on a skirmish map

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structure.cpp:2047 mentioned in the dump refers to the rearm pad's rearm function that should mentioned structurefunctions.txt and is controlling rearm speed. Try adding the function reference there or using another structure type.
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carbon dude oxide
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Re: adding landing pad lights on a skirmish map

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i tried another structure type and it works :D i know have two questions :D 1. ho can i animate a texture on it and 2, is there a way of having a script for the structure
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Re: adding landing pad lights on a skirmish map

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2. what sort of script are you looking for? :hmm: if you want to put just it on a map, then just merge your mod into FlaME objectdata and compile the map (you'd still need to merge the mod into the map manually as well). If you want it to appear and disappear during the game, adjust rules.js with addStructure/removeStructure calls.
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carbon dude oxide
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Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

well i have a couple of ideas just for me to mess around with :) is there a way of using a script to call a function when a unit touches a specific structure (i.e when it touches my new structure)? :D
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Re: adding landing pad lights on a skirmish map

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when a unit touches a specific structure
There's no such event (and i'm not sure the very notion of touching is well-defined in the code), so probably you just need to repeatedly check whether a unit is around :hmm:
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Hey, i just found something. Check out setNoGoArea() :D :oops:
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carbon dude oxide
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Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

NoQ wrote:
when a unit touches a specific structure
There's no such event (and i'm not sure the very notion of touching is well-defined in the code), so probably you just need to repeatedly check whether a unit is around :hmm:
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Hey, i just found something. Check out setNoGoArea() :D :oops:

how would i use this? :D
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Re: adding landing pad lights on a skirmish map

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wz2100-20120906_175733-arealztest-T1.jpg
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Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

i see :) thanks alt :D i shall riffle threw the API to see what i can do :D im guessing anything i want to add to the game that needs scripting i ill have to add it to rules.js?
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Re: adding landing pad lights on a skirmish map

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im guessing anything i want to add to the game that needs scripting i ill have to add it to rules.js
In fact, if you want to make a single-player challenge map, you can also add things to a script with arbitrary name and mention it in the challenge .ini file. Unless you actually want to change game rules.
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carbon dude oxide
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Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

is there a way of making a new structure type with its own functions?
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Re: adding landing pad lights on a skirmish map

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Not with scripts, only as mentioned above.
Check out these links, they are a 100% complete description of the whole js engine we have (also this one, for sure).

P.S. i was seriously surprised to find out that putting model textures into vidmem*.wrf is actually unnecessary :D nice, this means i can increase compatibility of some of my mods by removing these files.
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Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

following up on all of this :D is there a way of moving a unit from x,y to another x,y coordanate?
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Re: adding landing pad lights on a skirmish map

Post by Berg »

NoQ wrote:P.S. i was seriously surprised to find out that putting model textures into vidmem*.wrf is actually unnecessary :D nice, this means i can increase compatibility of some of my mods by removing these files.
Very Interesting can have feed back if it works please?