User:Flozi: Difference between revisions
→Factory: hodor |
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Spring.SetUnitNanoPieces(unitID, nanoPieces) | Spring.SetUnitNanoPieces(unitID, nanoPieces) | ||
function script.QueryBuildInfo() | function script.QueryBuildInfo() | ||
return buildPad | -- FIXME: the pad piece is named buildPad in the model | ||
return piece("buildPad") | |||
end | end | ||
Revision as of 19:04, 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)
function script.QueryBuildInfo()
-- FIXME: the pad piece is named buildPad in the model
return piece("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