Author Topic: Makink a mod,need a hint.  (Read 2212 times)

slaffy

  • Guest
Makink a mod,need a hint.
« on: 13 March 2009, 23:35:28 »
Can someone please help me,I am making a mod for glest,I need some of my units to change
models and some of them to dissapeare(are removed from the game) and appeare(are spawned back) when night falls and sun rises.Is there a way to do this with GAE?Some script maybe or something like that? I havent found any event scripts,do i need to unpack it in Visual Basic,and compile it or what?
Thanks in advance.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Makink a mod,need a hint.
« Reply #1 on: 14 March 2009, 05:15:02 »
Short answer: this can't be done.

Long answer: wait possible years.

Sorry. :P
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

modman

  • Guest
Re: Makink a mod,need a hint.
« Reply #2 on: 15 March 2009, 00:53:54 »
 ;D I love his honesty!

bork

  • Guest
Re: Makink a mod,need a hint.
« Reply #3 on: 15 March 2009, 08:46:19 »
Would it be possible to promote these units to other invisible ones with sunrise? This could do the trick and should be easier than just removing them from map at all.

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: Makink a mod,need a hint.
« Reply #4 on: 15 March 2009, 11:04:55 »
Morphing would be the way to go. Glest could probably handle that more easily than creating/destroying the units.

This sounds like quite a complex request. The biggest problem would be getting Glest to recognize which units should morph between day/night forms. This means adding an extra tag to the XML files.

Another possibility would be to add a time tag to the LUA scripts. Although this would be hacky since you would have to run a scenario script for every game.
« Last Edit: 15 March 2009, 11:08:13 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Makink a mod,need a hint.
« Reply #5 on: 15 March 2009, 11:51:01 »
;D I love his honesty!
Someone's gotta break the truth.

There's so many ideas for GAE that I (and plenty others, including probably you) feel are 'better' and have a higher priority.
« Last Edit: 15 March 2009, 11:52:39 by omega »
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

PolitikerNEU

  • Guest
Re: Makink a mod,need a hint.
« Reply #6 on: 15 March 2009, 18:50:24 »
Hmm ... if we have good LUA-scripting with many events, actions etc. we would just need the possibility of adding Triggers to units - which would be good too for several things like Units becoming "smaller" units when they die, units which double after some attacks etc.

If we had this, and I think this is not a very low priority topic, adding these features would be really easy because you could just add the event "Sunrise" to every unit and issue the morph/disappear etc. functions there - this leads to another important (optimization) thing: It is IMHO necessary to union Triggers for shared events to not let so much events get called at sunrise (Maybe this is already implemented, I still haven't read the source code really :-( ).

 

anything