Transport "Load Flood"?
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Transport "Load Flood"?
For the love of god, it really isn't that complicated to understand :-/
https://youtu.be/zrjx-JuglE0?t=20s
https://youtu.be/zrjx-JuglE0?t=20s
Re: Transport "Load Flood"?
I still don't know if you mean the loading or the unloading part, but to me both seem doable. Probably with AttachUnit function or something...
Re: Transport "Load Flood"?
basically a drop in formation.. with a delayed drop for every unit.. mmh..
Re: Transport "Load Flood"?
Ok, judging by the video you want air transports specifically to instantly suck up units when ordered to load onto them, shouldn't be that hard.
Pseudocode:
Pseudocode:
Code: Select all
AllowCommand(..)
if cmdID == LOAD_ONTO then
if ValidUnit(cmdParams[1]) then
if GetUnitDefID(cmdParams[1]) == MY_SPECIAL_TRANS then
CallScriptFunction(theFunctionThatCallsAttachUnitInLUS, unitID)
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Transport "Load Flood"?
No... -_- We already have drops covered. It's loading that is stupid atm.PicassoCT wrote:basically a drop in formation.. with a delayed drop for every unit.. mmh..
Re: Transport "Load Flood"?
Any updates/gadgets here?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Transport "Load Flood"?
Nope :-/
Re: Transport "Load Flood"?
What was wrong with this?FLOZi wrote:Ok, judging by the video you want air transports specifically to instantly suck up units when ordered to load onto them, shouldn't be that hard.
Pseudocode:
Code: Select all
AllowCommand(..) if cmdID == LOAD_ONTO then if ValidUnit(cmdParams[1]) then if GetUnitDefID(cmdParams[1]) == MY_SPECIAL_TRANS then CallScriptFunction(theFunctionThatCallsAttachUnitInLUS, unitID)
Re: Transport "Load Flood"?
My best guess is that has not even been tried.
Re: Transport "Load Flood"?
Forb - it is your birthday:
https://github.com/azaremoth/cursed/blo ... ntload.lua
It might be a little messy for some parts, but it works as intended. If anybody comes up with an optimized version - please share.
https://github.com/azaremoth/cursed/blo ... ntload.lua
It might be a little messy for some parts, but it works as intended. If anybody comes up with an optimized version - please share.
Re: Transport "Load Flood"?
I did some clean-ups and optimizations. Also shift queues should work now. Right now, the gadget is checking for the custom parameter "canbetransported" in the unitdefs. This is very cursed specific and should be replacable easily.
https://youtu.be/UfHiGhSK2D4
https://youtu.be/UfHiGhSK2D4
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Transport "Load Flood"?
What is that unload method? Land flood unload is broken to shit in 96. Engine devs break land flood every other version. What you have is exactly what I want. I tried it but it looked like it needed a custom command which is nearly impossible to implement into integral menu.
Re: Transport "Load Flood"?
It is the flyover drop (transportUnloadMethod = 1). It works comparable to SC like transports.

You may take a look at the custom release command for my bunker unit: https://github.com/azaremoth/cursed/blo ... elease.lua It is actually just a button that activates the unit script. However, integral menue does like itForboding Angel wrote:I tried it but it looked like it needed a custom command which is nearly impossible to implement into integral menu.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Transport "Load Flood"?
When I give the transport the order to load the units, it just flies over to the area and sits there doing nothing.
Re: Transport "Load Flood"?
Care to give a little more information? In the cursed it is working well unless you order multiple transports to load the same units. Did you integrate the gadget to Evo? Did you add the custom parameter to the unit defs? …
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Transport "Load Flood"?
Do you have something special going on in the unit script or something?
You were right, I forgot to add the canbetransported = "true", customparam.
But now it wants to work but when the units should be getting hoovered, it throws this error:
If I'm reading this right it's basically having trouble getting the unitdefid of the transport. I looked over it but I don't know enough to be able to fix it. The reason I ask about unit script is because I'm wondering if it's looking for something else that I don't even know about.
You were right, I forgot to add the canbetransported = "true", customparam.
But now it wants to work but when the units should be getting hoovered, it throws this error:
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[f=0000704] Error: LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/unit_instantload.lua"]:158: attempt to index a nil value
stack traceback:
[string "LuaRules/Gadgets/unit_instantload.lua"]:158: in function 'GameFrame'
[string "LuaRules/Gadgets/hotfixes.lua"]:32: in function <[string "LuaRules/Gadgets/hotfixes.lua"]:29>
(tail call): ?Re: Transport "Load Flood"?
This is the part where the "TransportPickup" function in called in the unit script. Do you have something like that included in your transport unit's script:
?
"transportpoint" has to be a unit piece.
Code: Select all
function script.TransportPickup ( passengerID )
UnitScript.AttachUnit ( transportpoint, passengerID )
end
"transportpoint" has to be a unit piece.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Transport "Load Flood"?
It requires a lua unit script?
That's probably something you should mention at the onset
My transport's script is in bos/cob and uses the ever common "link" piece.
That's probably something you should mention at the onset
My transport's script is in bos/cob and uses the ever common "link" piece.
Re: Transport "Load Flood"?
Ehm... No. I consider lua-based unit scripts as the current standard. Cob/bos is the curiosity.Forboding Angel wrote:That's probably something you should mention at the onset
Anyway - if you change any lua script call to something like
Code: Select all
Spring.CallCOBScript( unitID, "CobTransportScriptPart", passengerID)Re: Transport "Load Flood"?
N.B. script-loading units in this way can lead to incorrect setting of blocking states when unloaded (units can drive through each other)
