User:Flozi

From Spring
Revision as of 23:53, 28 October 2013 by Flozi (talk | contribs) (update todo)
Jump to navigationJump to search

LUS Script Examples

How to use

  • FIXME - Indicates a section of code you will need to tweak to suit your own unit / model
  • TODO - 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 Animation- to Animation:

Clickable / right-click copy pasteable anchors in {{tag}} et al

Categories