User:Flozi: Difference between revisions
shove this in here for now, both are wrong due to 'thread' behaviour in LUS |
→Factory: hodor |
||
| Line 39: | Line 39: | ||
function script.QueryBuildInfo() | function script.QueryBuildInfo() | ||
return buildPad | return buildPad | ||
end | |||
local function OpenCloseAnim(open) | |||
Signal(1) -- Kill any other copies of this thread | |||
SetSignalMask(1) -- Allow this thread to be killed by fresh copies | |||
if open then | |||
-- TODO: This is where you would add your opening up anim | |||
else | |||
-- TODO: This is where you would add your closing up anim | |||
end | |||
SetUnitValue(COB.INBUILDSTANCE, open and 1 or 0) | |||
SetUnitValue(COB.BUGGER_OFF, open and 1 or 0) | |||
end | end | ||
-- Called when factory yard opens | -- Called when factory yard opens | ||
function script.Activate() | function script.Activate() | ||
-- | -- OpenCloseAnim must be threaded to call Sleep() or WaitFor functions | ||
StartThread(OpenCloseAnim, true) | |||
end | end | ||
-- Called when factory yard closes | -- Called when factory yard closes | ||
function script.Deactivate() | function script.Deactivate() | ||
-- | -- OpenCloseAnim must be threaded to call Sleep() or WaitFor functions | ||
StartThread(OpenCloseAnim, false) | |||
end | end | ||
function script.StartBuilding() | function script.StartBuilding() | ||
-- TODO: animation | -- TODO: You can run any animation that continues throughout the build process here e.g. spin pad | ||
end | end | ||
function script.StopBuilding() | function script.StopBuilding() | ||
-- TODO: You can run any animation that signifies the end of the build process here | |||
end | end | ||
</pre></code> | </pre></code> | ||
Revision as of 19:00, 28 October 2013
LUS Script Examples
How to use
FIXME- Indicates a section of code you will need to tweak to suit your own unit / modelTODO- Indicates an optional section of code is missing that you may wish to pad out e.g. with an animation
Script Scaffolds
Builder
local nanoPieces = {}
-- FIXME: this example has 2 nano pieces to alternate between
for i = 1, 2 do
-- FIXME: the pieces are named nanoPiece1 and nanoPiece2 in the model
nanoPieces[i] = piece("nanoPiece" .. i)
end
Spring.SetUnitNanoPieces(unitID, nanoPieces)
function script.StartBuilding(heading, pitch)
-- TODO: This is where you would add your unpack / point towards animation
SetUnitValue(COB.INBUILDSTANCE, 1)
end
function script.StopBuilding()
-- TODO: This is where you would add your pack-up animation
SetUnitValue(COB.INBUILDSTANCE, 0)
end
Factory
local nanoPieces = {}
-- FIXME: this example has 2 nano pieces to alternate between
for i = 1, 2 do
-- FIXME: the pieces are named nanoPiece1 and nanoPiece2 in the model
nanoPieces[i] = piece("nanoPiece" .. i)
end
Spring.SetUnitNanoPieces(unitID, nanoPieces)
local buildPad = piece("buildPad")
function script.QueryBuildInfo()
return buildPad
end
local function OpenCloseAnim(open)
Signal(1) -- Kill any other copies of this thread
SetSignalMask(1) -- Allow this thread to be killed by fresh copies
if open then
-- TODO: This is where you would add your opening up anim
else
-- TODO: This is where you would add your closing up anim
end
SetUnitValue(COB.INBUILDSTANCE, open and 1 or 0)
SetUnitValue(COB.BUGGER_OFF, open and 1 or 0)
end
-- Called when factory yard opens
function script.Activate()
-- OpenCloseAnim must be threaded to call Sleep() or WaitFor functions
StartThread(OpenCloseAnim, true)
end
-- Called when factory yard closes
function script.Deactivate()
-- OpenCloseAnim must be threaded to call Sleep() or WaitFor functions
StartThread(OpenCloseAnim, false)
end
function script.StartBuilding()
-- TODO: You can run any animation that continues throughout the build process here e.g. spin pad
end
function script.StopBuilding()
-- TODO: You can run any animation that signifies the end of the build process here
end
Template:LuaCallout & Template:LuaCallin Examples
{{{prefix}}}UseTeamResource
( {{{arg1}}},
{{{arg2}}},
{{{arg3}}},
{{{arg4}}},
{{{arg5}}},
{{{arg6}}},
{{{arg7}}},
{{{arg8}}},
{{{arg9}}} )
return: nil | bool hadEnough
addon.AllowUnitCreation()
return: bool allow
- {{{info}}}
addon.Initialize()
return: none
- {{{info}}}
addon.Shutdown()
return: none
- {{{info}}}
addon.PlayerChanged()
return: none
- {{{info}}}
TODO:
Continue to improve Gamedev:Main
Assimp build upon, metadata doc, split tutorial again >_>
Revamp LuaCallinReturn
Page on spring wiki etiquette (SpringWiki) / style guide & template usage (Mapdev:WikiGuide) /namespace conventions (Spring:PageNamingConventions)
Move all pages in Units- to Units: or maybe Gamedev: ?
Clickable / right-click copy pasteable anchors in {{tag}} et al
Categories