adding landing pad lights on a skirmish map

Get some help with creating maps or modding.
Need a map editor or other tools, look here!
testtest1
Greenhorn
Posts: 11
Joined: 11 Aug 2012, 23:50

Re: adding landing pad lights on a skirmish map

Post by testtest1 »

For 2.3 it is setLandingZone(x1,y1,x2,y2)

where do you got your commands from noq?
commands for 2.3??
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: adding landing pad lights on a skirmish map

Post by NoQ »

Berg wrote:Very Interesting can have feed back if it works please?
It was the feedback already. It works. It also explains our experiement when we mixed USM with Volcanic Tilesets (it worked because Volcanic's vidmem.wrf was loaded last, and USM didn't need anything extra in vidmem.wrf at all).
I guess those textures get picked up automatically when the pie is mentioned in piestats.wrf.
So if we change eg. terrain textures we still need to put them into vidmem*.wrf.
carbon dude oxide wrote:following up on all of this :D is there a way of moving a unit from x,y to another x,y coordanate?
Teleport? No, i think not. Not in 3.1 for sure. For 3.2 (aka current master) we have removeDroid() for removing droids, we have addDroid (for 3.1 as well) for adding droid with given stats, but we can't really disassemble the droid to stats even in 3.2 (even though body and propulsion stats are already available, finally!), and we can't set health and armed status etc. via scripts. A dedicated teleport function is also not available yet, i think. There is some support for campaign-like "away" missions though.
User avatar
carbon dude oxide
Trained
Trained
Posts: 141
Joined: 28 Apr 2011, 07:46

Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

hmm ok so you cant jut set droid.x = 100? :D

jorzi said that i only had to put the texture and tcmask with nothing else and it works fine so yea its proven :D
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

Re: adding landing pad lights on a skirmish map

Post by Per »

Berg wrote:Very Interesting can have feed back if it works please?
This is supposed to work. I added lazy loading to the model texture code a while ago.
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: adding landing pad lights on a skirmish map

Post by NoQ »

carbon dude oxide wrote:hmm ok so you cant jut set droid.x = 100? :D
No.
The droid object that you receive here has multiple properties that can be accessed to learn more about it. These propertie are read-only, and cannot be changed. In fact, objects that you get are just a copies of game state, and do not give any access to changing the game state itself.
User avatar
carbon dude oxide
Trained
Trained
Posts: 141
Joined: 28 Apr 2011, 07:46

Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

Can the developers make it so you can change the position of the units ^.^
User avatar
carbon dude oxide
Trained
Trained
Posts: 141
Joined: 28 Apr 2011, 07:46

Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

Teleport? No, i think not. Not in 3.1 for sure. For 3.2 (aka current master) we have removeDroid() for removing droids, we have addDroid (for 3.1 as well) for adding droid with given stats, but we can't really disassemble the droid to stats even in 3.2 (even though body and propulsion stats are already available, finally!), and we can't set health and armed status etc. via scripts. A dedicated teleport function is also not available yet, i think. There is some support for campaign-like "away" missions though.
I thaught that adddroid does not work in skirmish or multyplayer
User avatar
carbon dude oxide
Trained
Trained
Posts: 141
Joined: 28 Apr 2011, 07:46

Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

hello ive run into a little problem again ^.^ i was hoping that i could get it to work without asking but it failed ^.^

i tried to get the structure that i have built into the research tree but i comes up with this error when i try to play a skirmish:

Image

here is the mod along with the two reports ^.^
testmod (2).wz
Warzone2100.RPT
WZlog-0906_180150.txt
and there you go ^.^ if you could help me find the problem that would be brilliant :D
You do not have the required permissions to view the files attached to this post.
User avatar
carbon dude oxide
Trained
Trained
Posts: 141
Joined: 28 Apr 2011, 07:46

Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

dont worry about it ^.^i found out the problem idid not realise you add reearch stuff to naes.txt aswell XD so i added this:

R-Struc-LZArea _("Landing Zone")

and it works :)
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: adding landing pad lights on a skirmish map

Post by NoQ »

I thaught that adddroid does not work in skirmish or multyplayer
I think everything works everywhere, but of course there will be a desync if different players run different scripts.
User avatar
carbon dude oxide
Trained
Trained
Posts: 141
Joined: 28 Apr 2011, 07:46

Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

ok so if they all have the script there wont be a desync?
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: adding landing pad lights on a skirmish map

Post by NoQ »

The AI script runs only on host (other players don't need to have it), but it acts as a player (so other players will see a desync if the AI tries to cheat).

The rules.js script should be the same on all systems.

I'm not sure of anything written above, just a blind guess, never tried.
User avatar
carbon dude oxide
Trained
Trained
Posts: 141
Joined: 28 Apr 2011, 07:46

Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

so what is a desync and what does it do exsactly?
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: adding landing pad lights on a skirmish map

Post by NoQ »

carbon dude oxide wrote:so what is a desync and what does it do exsactly?
During the 3.1+ network game, two things are being sent between the machines:
1. Orders (droid orders, production orders, etc.)
2. Checksums (a way to check that the game state is the same on all machines)

The whole game state never gets transmitted.

If the checksum test fails, there is said to be a "desync". In this case the game proceeds, but the players see a "2+2=5" icon (similar to "Zzz" icon, just different) with a number pointing to the players whose checksum is different. But the game state on other machines is not altered or corrected in any way.

Thus, if a cheater manages to do something that violates the game rules, his machine will just go into a desync. Everybody sees the "2+2=5" icon with his number, but the cheat doesn't happen on any machines but his; so on all other machines the game proceeds as planned. That way, a cheater can do whatever he want on his machine, adjust the game code or scripts as much as he wants, but he can't make other people on the network actually see himself winning only by that; others will still see him loosing, and what he sees will just eventually have nothing in common with what others see,
Cyp wrote:which is about as effective as if the cheater glues a "You win!" sign to their own monitor.
A desync can also be a result of a game bug as well; it used to happen pretty often when we were testing early 3.1 releases, but now i didn't see much of them. A broken mod can actually lead to a desync, we've seen it in wzmini recently: there was a tank without a weapon connector, so machines couldn't decide which part of the tank was firing.
User avatar
carbon dude oxide
Trained
Trained
Posts: 141
Joined: 28 Apr 2011, 07:46

Re: adding landing pad lights on a skirmish map

Post by carbon dude oxide »

how come thi function wont wrk on skirmish?

setReinforcementTime(600);