Lua base files / Error: Loading gadget: Lua unit script

Lua base files / Error: Loading gadget: Lua unit script

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Lua base files / Error: Loading gadget: Lua unit script

Post by knorke »

[f=0000000] Using game: XTA 9.725
[f=0000000] [unit_script.lua] Error: Loading gadget: Lua unit script framework <unit_script.lua>
That error is in XTA since a long time but it never really mattered since there were no units using LUS.
Suddendly ducks.
The gadget that spawns ducks must be layer=-100 or they will not die on death. Hm ok, still strange.

Also what is with all the files in LuaRules?
Why is it not just two files like in http://springrts.com/phpbb/viewtopic.php?f=23&t=30445

Anyone knows what the custom things are good for?
Is commands.lua the "satelite bombardment" thing that upgraded commanders get? Why is it not a normal gadget?

Bonus:
-- make the Lord move until it gets in range
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Lua base files / Error: Loading gadget: Lua unit script

Post by FLOZi »

I'd imagine that XTA uses 'CA' (or ZK) gadget handler, required for certain things like LUPS (and certain other 'original CA versions' of gadgets like custom unit shaders).

Long story short; blame trepan for continuing development of the gadget handler within CA rather than within the base content.

Of course there is the small possibility that XTA does not actually use those features and can be switched fairly painlessly to base content handler.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Lua base files / Error: Loading gadget: Lua unit script

Post by knorke »

yes something like that.
Btw "Lord" somehow makes me thing of PURE...was not its commander called Lord?
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Lua base files / Error: Loading gadget: Lua unit script

Post by yuritch »

That was in Nanoblobs (first Argh's project), not PURE.
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