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Posted: 11 Nov 2006, 07:32
by MrNubyagi
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Posted: 12 Nov 2006, 17:38
by VonGratz
Question one:
Did any mod have GUNSHIP as a category?
Would be easy if yes...
VonGratz :wink:

Posted: 12 Nov 2006, 23:35
by MrNubyagi
discriminatingly banned by decimator

Posted: 13 Nov 2006, 01:35
by VonGratz
Unpack the mod you are playing.....and add GUNSHIP in the line Category= NAKEDSANTACLAUS PORTEAVIONSESPHERIQUE YELLOWSUBMARINE NOTISRIGHT etc (+) GUNSHIP ;

that you will find in *.fbi files from units folder .Pack again your mod with another name and play after change the editor.
To not repeat a lot of files and some MB you must to give a look in the modinfo file of some mods or SPRING base folder to see how it works, before to do it.This will avoid to pack all original mod plus your modifications, but only the modified files.For example the AA version AASHD.sdz have only 328 bites!!!!
VonGratz :wink:

Posted: 13 Nov 2006, 21:31
by MrNubyagi
discriminatingly banned by decimator

Posted: 14 Nov 2006, 00:43
by VonGratz
This is definitely a bug.
Not is a bug!
You must to create a category to it became alive ingame. :wink:
besides theres no guarantee that after i do it, it will still be compatible while playing multi because if it would be, that means some people are allready cheating, if not, theres no point doing it.
If you MOD this, and people online play the same mod, it will work. :wink:
VonGratz

Posted: 14 Nov 2006, 01:45
by MrNubyagi
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Posted: 14 Nov 2006, 08:58
by NOiZE
MrNubyagi wrote:Yea i got that part, if i change AA 2.23 i can't play with people with AA 2.23 no? So theres no point in making another mod since peolpe mostly play AA including me.
ask caydr for it?

Posted: 14 Nov 2006, 10:17
by trepan
Pretty much any selection you'd want can be done through the lua interface.
Here's an example of how to pull out the gunships. I placed this code in the
ConfigureLayout() call-in, and bound a key to: "layout gunships". I realize
that the average user isn't going to want to learn enough to do this kind of
coding, but thought I'd mention it anyways...

Code: Select all

  if (command == "gunships") then
    gunshipStr = ""
    udTable = Spring.GetMyTeamUnits()
    udTable.n = nil
    for udid,uTable in pairs(udTable) do
      ud = UnitDefs[udid]
      if (ud ~= nil) then
        if (ud.canFly and ud.hoverAttack and
            not ud.isTransport and
            not ud.isBomber and
            (ud.weaponCount >= 1)) then
          uTable.n = nil
          for uid,x in pairs(uTable) do
            gunshipStr = gunshipStr .. " +" .. uid
          end
        end  
      end    
    end  
    Spring.SendCommands({"selectunits clear" .. gunshipStr})
  end
P.S. The better way would actually be to add an extra field to the UnitDefs[]
entries ("isGunship"), while initializing the lua code. Even faster would be to
make a list of unitDefs that meet the gunship criteria.

Posted: 14 Nov 2006, 18:12
by MrNubyagi
discriminatingly banned by decimator