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CC Build 30 Info: Lua Draw Functions
http://forums.datarealms.com/viewtopic.php?f=4&t=45557
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Author:  Foa [ Tue Feb 18, 2014 8:04 pm ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

At the very least, you can select the teams of the first four players. If you want to get fancy, use Weegee's fancy in-game designator, and Clairvoyance's skirmish plus mod for dropping things in during battle.

You could probably have as many teams and npcs you want, but the issue is lag, and having to designate them by non-standard methods.

Author:  4zK [ Wed Feb 19, 2014 4:07 pm ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

Can you make it so that AI go-to paths are only visible when you are controlling the actor? (or the waypoint, provided that it's an actor too)

Also, will there be a group-go-to option to set the same waypoint for all actors in a squad? (potentially dismissing the squad leader, instead of "following")

Author:  weegee [ Thu Feb 20, 2014 6:26 am ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

It's easy to show paths only for selected actor and a bit more complicated to show paths of all squad members, need to think if it's worth doing at all.

Currently they just follow their commander, and the commander himself is gotoing somewhere. This should allow them to act as a group, and not spread everywhere. But when commander dies, they'll switch to goto modes and proceed to commander's destination. I don't think we'll change this, but who knows.

Author:  CaveCricket48 [ Thu Feb 20, 2014 7:50 am ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

You can also set the leader to Go To and disband the squad, and the followers will copy the Go To point and move towards it individually.

Author:  4zK [ Thu Feb 20, 2014 10:16 am ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

CaveCricket48 wrote:
You can also set the leader to Go To and disband the squad, and the followers will copy the Go To point and move towards it individually.

Perfect, this is more or less exactly what I was looking for.

Anyway, what comes to hiding the waypoints, I'd be glad if they could at least be set so that they would only be visible when the actor is selected.

Author:  CaveCricket48 [ Thu Feb 20, 2014 1:35 pm ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

This, assuming it still works last I tried.

Author:  Foa [ Sat Feb 22, 2014 1:03 am ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

Can we have mopixel glows, like the glowing gold from way back when?

Author:  weegee [ Sat Feb 22, 2014 11:43 am ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

Image

Author:  4zK [ Sat Feb 22, 2014 11:50 am ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

Will the default FoW in B30 be bigger, also maybe more fitting to the bunker module sizing, such as 96x96 or 192x192?

Author:  weegee [ Sat Feb 22, 2014 12:28 pm ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

Now that you asking, I think we need to discuss it. Probably yes.

Author:  Bad Boy [ Sat Feb 22, 2014 6:50 pm ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

New menu looks nice, easier customisability for players is definitely a good thing.

Also for fow, can it be set up so the awful white reveal colour is toggleable when making fog of war?

Also, I noticed data added or fixed the lua binding for the waypoint function actor:GetAIMOWaypointID(). Since we're getting this waypoint functions to complement the already existing movepath stuff (actor.MOMoveTarget in this case) can I put in a request for the rest of them, i.e. actor:GetClosestAIWaypoint() and actor:GetAllAIWaypoints()? I realise the same stuff can be done using movepath, but a one line solution that doesn't require checking through a bunch of tables would be nice.

Author:  clunatic [ Sun Feb 23, 2014 9:02 pm ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

How will the fog of war and infinite gold options work with custom activities? Similar to the faction selection or do those options overwrite anything the activites' lua says?

Author:  weegee [ Mon Feb 24, 2014 3:23 am ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

No, they don't overwrite anything, activity must read those values and apply if it want's so.

Author:  kerlc123 [ Mon Feb 24, 2014 8:58 am ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

It's great to see some progress done on CC. :grin:

Has there been any thought given to designing an updater for the non-steam version of CC?

Author:  weegee [ Wed Mar 05, 2014 2:18 pm ]
Post subject:  Re: CC Build 30 Info: Lua Draw Functions

Image

If you know what I mean.

Also, Bad Boy, Abdul exposed plenty of pathfinding stuff to Lua, they will probably helpful for you.

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