Builder scripts: Difference between revisions

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<big>this script is requested for enabling the construction of unit by a vehicule</big>
--<big>'''NANO builder'''</big>--
 
<big>this script is requested for enabling the construction of unit by a vehicule,repair, capture,reclaim,recycle,teraform ground</big>


this scripts are not compatible with transportation script (not sure who is winner when both)
this scripts are not compatible with transportation script (not sure who is winner when both)


<sub>note : construction by factory request a diferent kind of script</sub>
<sub>note : construction by factory request a diferent kind of script</sub>


== basic script: ==
== basic script: ==
function script.StartBuilding(y0,x0)
<code>
:local nano = piece "nano"
:local body = piece "body"
:function script.AimFromWeapon()
:return body
:end
--(not sure if it function really exist )
-- origin the direction of the nano turet will sight
:
 
 
:function script.StartBuilding(y0,x0)
--seem not y elevation will never output
:SetUnitValue(19,1)
-- ask evacuation of area
:Spring.SetUnitNanoPieces(nano)
--piece where from the nano particule output
:SetUnitValue(5,1)
--start emiting nano
:end
 
 
 
:function script.StopBuilding()
:SetUnitValue(5,0)
--stop emiting nano
:SetUnitValue(19,0)
--stop asking evacuation of area
:end
</code>
 
=== advanced script: ===
*using turet for nano emiter and conditionnal start
 


SetUnitValue(19,1)-- ask evacuation of area


SetUnitValue(5,1)--start emiting nano


end


function script.StopBuilding()


SetUnitValue(5,0)--stop emiting nano


SetUnitValue(19,0)--stop asking evacuation of area


end


=== advanced script: ===
UnitDef tags involved in builder activity:
:(more tags exist since updates : lets check [[Gamedev:UnitDefs]]: builders wiki page)
<code>
:Builder=true,
--the unit build some static or mobile units
:BuildDistance=199,
--the unit build or repair or reclaim or restore or capture or resurect at this distance
:WorkerTime=555,
--amount per second can be spent in build metal or energy max
:Reclaimable=true,
--the unit can be eated by a unit with canreclamate=1
:canReclaim=true,
--the unit can eat another unit not having reclamable=0
:ShowNanoSpray =true,
--if false no spray when build
:CanBeAssisted=false,
--when the unit start a task a unit that canassist=1 can help
:CanRepair=true,
--can repair unit damaged
:CanRestore=true,
--can reset the ground at the origin map design
:CanAssist=true,
--can help other having not canbeassisted =0
:Capturable=false,
--can be stoled by ennemy with cancapture=1
:CanCapture=true,
--can stole ennemy unit not having canbecaptured=0
:canResurrect=false,
--can resurect unit corspes at a price(unknow)
:RepairSpeed=777,
--max spend in repair
:ReclaimSpeed=1600,
--max gain in reclaim (corpses will not dispear before complet drain)maybe memory of drain
:Capturespeed=8000,
--maybe the amount of needed (per second) for equal the damge of the unit before being stoled
:terraformSpeed=600,
--amount spend for restore ground at map staart on a zone (unknow calculation)
</code>
:buildoptions = {buildunit1,buildunit2},
 
[[Category:Emmanuel]]

Latest revision as of 23:42, 28 October 2013

--NANO builder--

this script is requested for enabling the construction of unit by a vehicule,repair, capture,reclaim,recycle,teraform ground

this scripts are not compatible with transportation script (not sure who is winner when both)

note : construction by factory request a diferent kind of script


basic script:

local nano = piece "nano"
local body = piece "body"
function script.AimFromWeapon()
return body
end

--(not sure if it function really exist ) -- origin the direction of the nano turet will sight


function script.StartBuilding(y0,x0)

--seem not y elevation will never output

SetUnitValue(19,1)

-- ask evacuation of area

Spring.SetUnitNanoPieces(nano)

--piece where from the nano particule output

SetUnitValue(5,1)

--start emiting nano

end


function script.StopBuilding()
SetUnitValue(5,0)

--stop emiting nano

SetUnitValue(19,0)

--stop asking evacuation of area

end

advanced script:

  • using turet for nano emiter and conditionnal start





UnitDef tags involved in builder activity:

(more tags exist since updates : lets check Gamedev:UnitDefs: builders wiki page)

Builder=true,

--the unit build some static or mobile units

BuildDistance=199,

--the unit build or repair or reclaim or restore or capture or resurect at this distance

WorkerTime=555,

--amount per second can be spent in build metal or energy max

Reclaimable=true,

--the unit can be eated by a unit with canreclamate=1

canReclaim=true,

--the unit can eat another unit not having reclamable=0

ShowNanoSpray =true,

--if false no spray when build

CanBeAssisted=false,

--when the unit start a task a unit that canassist=1 can help

CanRepair=true,

--can repair unit damaged

CanRestore=true,

--can reset the ground at the origin map design

CanAssist=true,

--can help other having not canbeassisted =0

Capturable=false,

--can be stoled by ennemy with cancapture=1

CanCapture=true,

--can stole ennemy unit not having canbecaptured=0

canResurrect=false,

--can resurect unit corspes at a price(unknow)

RepairSpeed=777,

--max spend in repair

ReclaimSpeed=1600,

--max gain in reclaim (corpses will not dispear before complet drain)maybe memory of drain

Capturespeed=8000,

--maybe the amount of needed (per second) for equal the damge of the unit before being stoled

terraformSpeed=600,

--amount spend for restore ground at map staart on a zone (unknow calculation)

buildoptions = {buildunit1,buildunit2},