Animation-LuaScripting: Difference between revisions
moved away callins and callouts to separate pages |
added todo |
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* [[Animation-LuaCallins]] | * [[Animation-LuaCallins]] | ||
* [[Animation-LuaCallouts]] | * [[Animation-LuaCallouts]] | ||
== TODO == | |||
* Conversion tool | |||
* Performance measurements | |||
* Advantages | |||
* Link to article in piro's magazine | |||
* Coordinate system (axis, direction of rotation, picture) | |||
* Library functions (plus the gadget) | |||
[[Category:Animation]] | [[Category:Animation]] | ||
Revision as of 19:55, 25 August 2009
Getting started
Setup
Lua unit animation is implemented partially in the engine, and partially in a Lua gadget which is shipped with Spring in springcontent.sdz. By default, this gadget is not loaded, so a bit of setup is required to enable Lua unit scripts.
To enable Lua unit scripts, create a file LuaRules/Gadgets/unit_script.lua, and paste the following into it:
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-- Enables Lua unit scripts by including the gadget from springcontent.sdz
-- Uncomment to override the directory which is scanned for *.lua unit scripts.
--UNITSCRIPT_DIR = "scripts/"
return VFS.Include("LuaGadgets/Gadgets/unit_script.lua", nil, VFS.ZIP_ONLY)
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Now this is done, you can start putting *.lua files in your scripts/ folder.
Workflow
Lua has the major advantage over BOS/COB that you do not need to compile it, which can reduce the time to develop scripts quite a bit.
To save further time, do not restart Spring for each small change. Simply run Spring in an window so you can easily switch between your editor and Spring, and use /luarules reload to reload all Lua unit scripts.
Further reading
TODO
- Conversion tool
- Performance measurements
- Advantages
- Link to article in piro's magazine
- Coordinate system (axis, direction of rotation, picture)
- Library functions (plus the gadget)