Forged Alliance Forever Forged Alliance Forever Forums 2013-08-19T17:30:43+02:00 /feed.php?f=53&t=4742 2013-08-19T17:30:43+02:00 2013-08-19T17:30:43+02:00 /viewtopic.php?t=4742&p=51061#p51061 <![CDATA[Re: "Metal map"]]>
The Mak wrote:
Has anyone tried running a modblueprint function from a map script? Why must a modblueprint function run before a map script?


Because Blueprints are loaded before the map starts loading. There probably is a way to reload all the blueprints in the map script, but I really don't know where this function is (I couldn't find it) and I don't know if there are side effects of reloading everything.

What is more likelely to work (altough I still wouldn't know how) is simply copying the blueprint to a new unit and changing a few things and loading that unit extra with the build restrictions set on the original unit.

Statistics: Posted by johnie102 — 19 Aug 2013, 17:30


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2013-08-17T21:20:13+02:00 2013-08-17T21:20:13+02:00 /viewtopic.php?t=4742&p=50924#p50924 <![CDATA[Re: "Metal map"]]>
The code can be found here:
Survival Escape v3ga, line 989 of Survival_Escape_v3ga_script.lua (may be different in previous versions but look for the section Survival_SpawnDef = function() )

Survival Attack, line 1108 of survivalattack_script.lua

Now those deal with spawning a unit and buffing or removing traits. What if you can do these changes to all of those types of units using scripts. Not saying it is going to be easy. After all GPG used custom blueprints for the campaign, because it was easier than creating custom unit scripts for each map.

You have almost all the pieces there in the map scrip (customize a unit and spawn a unit) now you just need to create the ability to apply that to all units before they are made. Like I said, not going to be easy.

Has anyone tried running a modblueprint function from a map script? Why must a modblueprint function run before a map script?

Statistics: Posted by The Mak — 17 Aug 2013, 21:20


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2013-08-17T03:49:13+02:00 2013-08-17T03:49:13+02:00 /viewtopic.php?t=4742&p=50875#p50875 <![CDATA[Re: "Metal map"]]> Statistics: Posted by CopyyyCattt — 17 Aug 2013, 03:49


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2013-08-16T21:46:46+02:00 2013-08-16T21:46:46+02:00 /viewtopic.php?t=4742&p=50853#p50853 <![CDATA[Re: "Metal map"]]>
The Mak wrote:
Metal Maps

A mod that removes the build restrictions of the mass extractors, so you can place them anywhere. Perhaps you can use a custom map script to perform just this.


This is in the same vein as making buildings buildable under water. You can't include it in the map itself, because it edits the blueprint of the unit (I guess, I haven't looked at this mod in particular) and blueprints are already loaded when the map starts loaded.
So I guess this is not possible without always activating the mod when playing the map.

Statistics: Posted by johnie102 — 16 Aug 2013, 21:46


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2013-08-16T21:28:48+02:00 2013-08-16T21:28:48+02:00 /viewtopic.php?t=4742&p=50851#p50851 <![CDATA[Re: "Metal map"]]> Metal Maps

A mod that removes the build restrictions of the mass extractors, so you can place them anywhere. Perhaps you can use a custom map script to perform just this.

Statistics: Posted by The Mak — 16 Aug 2013, 21:28


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2013-08-16T21:17:03+02:00 2013-08-16T21:17:03+02:00 /viewtopic.php?t=4742&p=50850#p50850 <![CDATA[Re: "Metal map"]]> In some metal maps it was important where and how you placed your mexes.

Statistics: Posted by CopyyyCattt — 16 Aug 2013, 21:17


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2013-08-16T18:47:52+02:00 2013-08-16T18:47:52+02:00 /viewtopic.php?t=4742&p=50830#p50830 <![CDATA[Re: "Metal map"]]> Statistics: Posted by Zock — 16 Aug 2013, 18:47


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2013-08-16T18:14:41+02:00 2013-08-16T18:14:41+02:00 /viewtopic.php?t=4742&p=50825#p50825 <![CDATA["Metal map"]]> Statistics: Posted by CopyyyCattt — 16 Aug 2013, 18:14


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