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Kwen

Member Since 22 Mar 2005
Offline Last Active Jul 31 2023 03:33 PM

Posts I've Made

In Topic: Buffo's Maps

07 August 2020 - 04:21 AM

This looks like a really cool map! Great job!


In Topic: what i learned in game.dat

28 July 2020 - 01:44 AM

Here are my stuff from game.dat tongue.gif
 

Summon List

CREATE_ABOVE_LOCATION ;-- Like the Eagle Allies
CREATE_AT_LOCATION ;-- Standard one.. You pick the targeted place, voila, comes from nothing
CREATE_AT_EDGE_NEAR_TARGET_AND_MOVE_TO_LOCATION ;-- Comes at edge, and should move to target location
CREATE_AT_EDGE_FARTHEST_FROM_TARGET ;-- If you wanna summon something that has to cross the map, this is for you
CREATE_AT_EDGE_NEAR_TARGET ;-- This will just summon them at the nearest edge, not make them move to the target site
CREATE_AT_EDGE_NEAR_SOURCE ;-- At the nearest edge of the unit that summons. No need to target a site
CREATE_CLOSEST_TO_SPAWN_POINT ;-- Dunno
USE_OWNER_OBJECT ;-- No need to target a site, the units spawn around the user (wouldn't use it for Spellbook powers)


LUA List

GetRandomNumber
ObjectHideSubObjectPermanently
ObjectHideSubObject
ObjectSetDelayedDeath
ObjectGrantUpgrade
ObjectCreateAndFireTempWeapon
ObjectDoSpecialPower
ObjectSetEnragedState
ObjectSetFearFactor
ObjectSetChanting
ObjectPlaySound
ObjectEnterRampageState
ObjectEnterAlertState
ObjectEnterUncontrollableCowerState
ObjectEnterCowerState
ObjectEnterRunAwayPanicState
ObjectEnterFearState
ObjectCountNearbyEnemies
ObjectTestCanSufferFear
ObjectTestModelCondition
ObjectTemplateName
ObjectTeamName
ObjectBroadcastEventToUnits
ObjectBroadcastEventToCivilians
ObjectBroadcastEventToAllies
ObjectBroadcastEventToEnemies
ObjectDispatchEvent
ObjectSpy
ObjectDescription
HordeBroadcastEventToMembers
ExecuteAction
EvaluateCondition

 

I just have to say, 12 years after the post was made, this comment Lauri made has saved by butt because I was able to use HordeBroadcastEventToMembers (which isn't used once in any scripts.lua between all three games by the way) in order to solve a problem that I've been having for a long time.


In Topic: Need a tutorial on modeling buildings.

23 July 2020 - 01:47 AM

If this is BFME1 you must also make sure the structure ini code has the line  

Shadow                = SHADOW_VOLUME
in the Geometry settings section.

In Topic: units has their Forged blade upgrade on from the start

19 July 2020 - 04:05 AM

 

You can actually bypass the scripting by adding a behavior that hides subobjects.

True. It occured to me once (can't remember the details) that immediately after spawning an object, you would see the subobject for a few frames before it would be hidden, and I think it occured when I did it with a behavior. I've never had this issue occur with lua scripts. I might be wrong about this though.

 

It's possible, though I cannot say that I've personally encountered this issue. Using lua to hide objects is certainly better, plus it also encourages people to dabble with lua which can have some really interesting and powerful effects overall.

 

But I will say that prior to using lua, I would use a simple hidesubobjects behavior to handle forged blades, fire arrows, and any other necessary objects (many buildings use this) without encountering any noticeable issues.


In Topic: units has their Forged blade upgrade on from the start

17 July 2020 - 08:51 PM

You can actually bypass the scripting by adding a behavior that hides subobjects.