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preScripted Waypoints/Movement/Behavior?

  1. #1
    thomcomstock
    Guest

    preScripted Waypoints/Movement/Behavior?

    Is it possible to script waypoints or any movement into a map so that a ship or an asteroid or even resources move within the game in realtime at gamestart? Can the game be made animated?
    I ran into a possible reference to this in the Trader's Hell GametypeMod thread --- that mentions a carrier transporting resources during the game. I think that this opens up some interesting possibilities for gameplay such as:
    • Movement of resources could prompt player movement.
    • The simulation of gravity (e.g. all large resources spiral via waypoint toward common gravitational center).
    • The possibility of orbiting debris and large asteroids creating perhaps harvestable and potentially dangerous rings.
    Another idea that occurs to me is the possibility of animated behavior. Is there a way to script simulated maintenence of ships and bases, harvesting of derelicts, building of new ships? Can movies be added in any way to the game (e.g. tanis base is building a mothership and you can see the mothership taking shape as time progresses)?



    I get this last as I am working upon meg_tanis becoming a base and would love it to create motherships - albeit at great expense. If during the build the mothership actually took form with resourcers wielding and such and then, when the MS is actually finished, she HSs into the build slot (without HS effect). Is any of this possible?

    It is prob. not necessary to tell you that I am the noobiest of noobs.

    FYI: I have noticed that if anything is created as .pebbles it is not capable of being rotated. I inserted some giant asteroids and then had to make them .ship files to rotate.

    ---------
    I have looked and looked. The original thread's link is no good. Can anyone direct me to Trader's Hell gametypeMod? Anyone?
    Last edited by thomcomstock; 26th Jan 05 at 12:26 AM. Reason: formatting

  2. #2
    Devil's Advocate Zatch's Avatar
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    ~

  3. #3
    thomcomstock
    Guest
    Apparently downtime occured just after you replied to this message as I still cannot download TH.zip from that address. http://www.extreme-archive.de/TH.zip


    I appreciate the response though, ZaTcH. I've been checking this post every few minutes for someone to point me to a link that works. I REALLY want that TH.zip file!

    Could people just check the above link to see if it is just me?

    Could someone email this to me as an attachment?

    thomcomstock@yahoo.com
    Last edited by thomcomstock; 24th Jan 05 at 5:19 PM.

  4. #4
    you can add waypoints to maps and have ambient traffic (could also do moving asteroids this way too) the traders hell type is a good starting point but it has limitations, I'll dig up my modified (buggy) version of it

    as for the other things, you can animate everything in maya and then play the animation, but this is better for a single player mission
    }  UAnÄ E¯ò5ëQÎÑ̦KœàŠàÌD9É\·fÒªêÌãë}߉aIûš »f ŒC{ŽXِdÃWoæ£ÑÆ>‰"‚n›˜q|]t¢'ÿïà'È‚táÅïÍ#wŸ›b§ëkÄrk\L(#TÙ† ™'#)A9C«
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    http://warlords.swrebellion.com/

  5. #5
    thomcomstock
    Guest
    YES! evillejedi, please 'dig' it up. I am desperate to find a way to do the waypoints. I really want to do some slow asteroid and resource orbits, this too could wake some players up and get them motivated to move around. It would also provide a less predictable and static gameplay, particularly if some rather large objects were semi-randomly heading toward your precious Mothership and whatnot. Any other info on waypoints? Anything on "ambient traffic"? Has anyone else done stuff with waypoints? Do you happen to know of any other resources that would be helpful?

    What I meant as far as animation is complex preprogrammed motion - as I mentioned about building the MS. The action would not be an actual movie, but occur in realtime during gameplay. Now the MS that is being built at the base would not be a working model, but a developing assortment of 'pieces' that seem to be in the process of being assembled. This assembling would develop until the actual build hyperspaced in (w/o the HS effect) and replaced it. Even just some bots (have to design these) with the weld-fx moving around a fragmented model of a partially constructed MS would do the trick.

    Thank you. >-.-<

  6. #6
    What I did is define points and paths in the level file - this is just a one point path here
    Code:
        addPoint("JumpPoint_0", {80000, 0, 120000}, {0, 0, 0}) 
        addPath("JumpPoint","JumpPoint_0")
    Next you tell a ship group to follow the path in your lua somewhere
    Code:
    SobGroup_FollowPath("Nebs","JumpPoint",1,0,0)
    I don't know if this would apply to what you're doing (I'm just doing single player scripting at the moment), but perhaps it'll give you something to work with.
    Webmaster of SWRebellion.com
    SWCIC Administrator

  7. #7
    thomcomstock
    Guest
    Wow, Now were getting somewhere! I have yet to touch a .lua yet, but I will certainly do so now. Excellent! Let's see what damage I can do to my HW2 installation.

    Keep these suggestion coming!

    By the way - Do you know where in the RDN there is documentation on this? I keep getting lost in there.

  8. #8
    in my experience I have not been able to get multiplayer level.luas to work, everything seems like it needs to be put in the gametype lua files (so you would have to put these in as game options to enable functionaity in the maps)

    the following code is my privateer game mode. essentially random groups of freighters hyperspace into the map and go between nav points. players capture the freighters to get rus. it is fully scripted so it doesn't need map support and is essentially the traders hell game type. some of the references are for the variables chosen in the gametype lua like convoy size and timing and how many nav points, also it is using warlords ships so you would need to modify this to stock ships also.

    privateer mode code


  9. #9
    thomcomstock
    Guest
    First off, thank you very much.

    Secondly, please bear with this newbie, ok? I am real new, so I need to get this actually running so that I can see what my codeTweaks do.

    I am unfamiliar with gametype mods, but from what I can ascertain from your post is that this is not the .level file, but actually a gametype file of some sort (named?) that is choosable as opposed to deathmatch? Right so far? Now, once I know what the filetype 'traders_hell.unknownExtention' at 'unknown location' is, I need to change the ship references in the code to ships that I actually have in my data\ships directory? Is this right? Then I can see what the code, as is, does and can begin looking up the various code references for this type of file. I am familiar with if, and, or, else statements, but some of this is Homeworld specific and I don't yet know what it means. I am pretty certain that I can figure all of this out eventually, but it might be easier if I also had the entirety of Trader's Hell v.1.2 and installed warlords to see this thing work. I don't even recognise any of the ship names in this code except for Buoy.
    What do you think? How can I best proceed?

    addendum:

    By gametype lua files you don't mean GAMERULES\gametypename.grm1 files, do you?

    You said "you would have to put these in as game options to enable functionality in the maps'. Game options? In the .level file? In a .grm1 file? In some, as yet, mysterious .lua?

    One of my aspirations is to become an authority on creating these types (the waypoint/movement/behavior/orbit) of games/levels/gametypes.
    But, Boy, am I lost so far. That's OK as all the fun of getting there, is, in fact, the journey there.
    Last edited by thomcomstock; 25th Jan 05 at 1:21 PM.

  10. #10
    Gametype .luas are in the .grm1 files (its really just a .big file).
    Game options as in the gameype lua in the .grm1 archive. Just download a few and extract the contents (I'd suggest Spooky's Archive Extractor . Yah, its a .rar, so you'll need winrar...). Look through em and you'll get an understanding of whats needed.

  11. #11
    thomcomstock
    Guest
    Excellent! I already have a couple and Spooky's and winRar. I will check them as soon as I get back home.
    BTW I noticed that Flash doesn't post here. Too bad.

    And, where is Trader's Hell 1.2? Did it get lost?
    Last edited by thomcomstock; 25th Jan 05 at 9:50 PM.

  12. #12
    Most every funtion is defined in the wiki: http://hw2.tproc.org/wiki/KarosGraveyard

    If not, well I'm adding them as I use them. Mostly I'm using the default missions as an example of what to do.

    I'm not seen any code to orbit. Perhaps you can write it?

  13. #13
    thomcomstock
    Guest
    That is my intention. Long ago I used to do HW1 stuff and just started playing with HW2 this last week. We had not figured out how to use much of the more esoteric single-player mission code in regular multiplayer maps by the time I got sidetracked. I just assumed that mission code in HW2 was only for single-player missions as well. I am going to look into this.

    Ooops. Perhaps you meant the default multiplayer missions? I'll look at both.
    __________________________________________________
    Ok, ran into a glitch. I used BatchLuaDC2 to decompile some files. Some Luas it just doesn't see (I'd like to know why) like ai1.lua and referencefleet.lua, but the one I was curious about - player1reinforce.lua - gave me an error

    Code:
     runtime error '380': 
    Invalid property value
    as soon as I clicked 'Scan for Files'.

    What are these files, why are they not decompilable and where can I find the error codes?

    Oh, and lest I forget to once again ask: Where is the Trader's Hell Gametype Mod v.1.2???? Whatever happened to the author, Age2uN? I have PMed him many times, but with no response. Is he around at all anymore?
    If someone can find it for me, I have 12 MB left and can host it for all. A good trade, no? Please.
    Last edited by thomcomstock; 26th Jan 05 at 12:49 AM.

  14. #14
    Banned Jaen-ni-rin's Avatar
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    Try using my installer I've posted in BLDC thread.

    Unfortunately LuaDC.dll which is heart of BLDC outputs error to some files, so it won't help you...
    I posted it in it's thread hope that ZaTcH will fix this.

  15. #15
    thomcomstock
    Guest
    I don't have a search capacity here, despite the fact that the forum says that we do, so I cannot search for BLDC thread. I don't know how else to find it except by searching every thread. Send me the thread link please, and thank you.
    ______________________________________________

    In other news:

    I have tried the following (thanks to Evaders99's directions to the Karos Graveyard) entered in the "level" file:

    Code:
     
    addSquadron("mover", "hgn_tanker", {42000.0, 21700.0, 55600.0}, -1, {0, 0, 0}, 0, 0); 
     
    createSOBGroup("mover_group")
    addToSOBGroup("mover", "mover_group")
     
    	 addPoint("JumpPoint_0", {42000.0, 21700.0, 55600.0}, {0, 0, 0}) 
    	 addPoint("JumpPoint_1", {42000.0, 21700.0, 84500.0}, {0, 0, 0}) 
     
    	 addPath("JumpPoint","JumpPoint_0","JumpPoint_1")
     
    SobGroup_FollowPath("mover_group", "JumpPoint", 1, 1, 0)
    The result was that the hgn_tanker ("mover") just sits there in its original position. What did I do wrong or forget?

    __

    I also added:

    SobGroup_TakeDamage("mover_group", 0.5)

    to see if any of this is even having an effect. Nothing.

    What am I missing?
    Last edited by thomcomstock; 26th Jan 05 at 3:59 AM.

  16. #16
    Devil's Advocate Zatch's Avatar
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    Link is in my signature, also I'm working on the missing files issue.

    The more files you list that aren't being decompiled, the better, since it will help me isolate the error. Also try to give a partial path like "..\Data\Scripts\familylist.lua"

  17. #17
    thomcomstock
    Guest
    Anyone, anything on my last post?

    Here's the Hw2.log

    Below, I did notice this:
    -- parameter: attempt to call global `SobGroup_TakeDamage' (a nil value)

    That is prob. because I entered 0.5 and the variables may be boolean (0 or 1)

    but no mention of the other stuff addpoint, addpath etc

    All the other stuff seems to be related to various mods etc

    Here it is:

    Code:
     Wed Jan 26 22:57:18 2005 
    Loaded Archive: 'Homeworld2.big' 
    UTIL -- filepath failure, path doesn't exists 'C:\PROGRA~1\HOMEWO~1\data\locale\english' 
    Loaded Archive: 'english.big' 
    Uing ..profiles\ for profiles folder 
    GAME -- Using player profile Thom 
    Changing from a 32 bit colour depth in winNT (5.1 build 2600), 
    Using NVIDIA Corporation's 1.5.2 GeForce FX 5700LE/AGP/SSE2 renderer (Suspected driver is nvoglnt.dll 6.14.10.6693) 
    Loaded Archive: 'englishSpeech.big' 
    Loaded Archive: 'Music.big' 
    SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created 
    SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created 
    Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte 
    Built by : mrbuild 
    Data path : C:\PROGRA~1\HOMEWO~1\data 
    Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter 
    Resetting fp control word. 
    CmdLine: -luatrace -overrideBigFile -windowed -w 1024 -h 768 -nomovies 
    Starting Level: data:LevelData\Multiplayer\deathmatch\FOUNTAINSIII.LEVEL 
    EngineTrailStatic::getTweaks requesing index(7) that doesn't exist. 
    EngineTrailStatic::getTweaks requesing index(10) that doesn't exist. 
    EngineTrailStatic::getTweaks requesing index(0) that doesn't exist. 
    VGR_ARTILLERYFRIGATE is marked as captureable in the shiptuning but has no capture points! 
    VGR_ARTILLERYFRIGATE is marked as repairable in the shiptuning but has no repair points! 
    MEG_TANIS is marked as repairable in the shiptuning but has no repair points! 
    LUA 'data:LevelData\Multiplayer\deathmatch\FOUNTAINSIII.LEVEL' -- parameter: attempt to call global `SobGroup_TakeDamage' (a nil value)
    stack traceback:
    1: function `DetermChunk' at line 120 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_1) 
    parameter: 0
    stack traceback:
    1: function `RestrictOptions' at line 27 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_2) 
    parameter: 0
    stack traceback:
    1: function `RestrictOptions' at line 28 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_3) 
    parameter: 0
    stack traceback:
    1: function `RestrictOptions' at line 29 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_4) 
    parameter: 0
    stack traceback:
    1: function `RestrictOptions' at line 30 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_5) 
    parameter: 0
    stack traceback:
    1: function `RestrictOptions' at line 31 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_6) 
    parameter: 0
    stack traceback:
    1: function `RestrictOptions' at line 32 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_1) 
    parameter: 0
    stack traceback:
    1: function `RestrictOptions' at line 33 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_2) 
    parameter: 0
    stack traceback:
    1: function `RestrictOptions' at line 34 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_3) 
    parameter: 0
    stack traceback:
    1: function `RestrictOptions' at line 35 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_1) 
    parameter: 1
    stack traceback:
    1: function `RestrictOptions' at line 27 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_2) 
    parameter: 1
    stack traceback:
    1: function `RestrictOptions' at line 28 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_3) 
    parameter: 1
    stack traceback:
    1: function `RestrictOptions' at line 29 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_4) 
    parameter: 1
    stack traceback:
    1: function `RestrictOptions' at line 30 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_5) 
    parameter: 1
    stack traceback:
    1: function `RestrictOptions' at line 31 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_6) 
    parameter: 1
    stack traceback:
    1: function `RestrictOptions' at line 32 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_1) 
    parameter: 1
    stack traceback:
    1: function `RestrictOptions' at line 33 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_2) 
    parameter: 1
    stack traceback:
    1: function `RestrictOptions' at line 34 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_3) 
    parameter: 1
    stack traceback:
    1: function `RestrictOptions' at line 35 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_1) 
    parameter: 5
    stack traceback:
    1: function `RestrictOptions' at line 27 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_2) 
    parameter: 5
    stack traceback:
    1: function `RestrictOptions' at line 28 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_3) 
    parameter: 5
    stack traceback:
    1: function `RestrictOptions' at line 29 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_4) 
    parameter: 5
    stack traceback:
    1: function `RestrictOptions' at line 30 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_5) 
    parameter: 5
    stack traceback:
    1: function `RestrictOptions' at line 31 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperWeaponUpgradeSPGAME_M10_LVL_6) 
    parameter: 5
    stack traceback:
    1: function `RestrictOptions' at line 32 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_1) 
    parameter: 5
    stack traceback:
    1: function `RestrictOptions' at line 33 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_2) 
    parameter: 5
    stack traceback:
    1: function `RestrictOptions' at line 34 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    luaplayer 72: Player_RestrictResearchOption: unable to restrict (KeeperHealthUpgradeSPGAME_M10_LVL_3) 
    parameter: 5
    stack traceback:
    1: function `RestrictOptions' at line 35 [string ""]
    2: function `MPRestrict' at line 69 [string ""]
    3: function `OnInit' at line 204 [string ""] 
    Normal starting fleet 
    Bounties enabled 
    No mapping for font 'ATIFont0' - using 'default' 
    build available 
    generic build available 
    build available 
    generic build available 
    build available 
    generic build available 
    build available 
    generic build available 
    Killing player 1 () at time 0.000000 
    Killing player 5 () at time 0.000000 
    carrier open 
    carrier open 
    carrier open 
    ec_welcome called... 
    ec_welcome called... 
    ec_welcome called...
    Someone please.
    Last edited by thomcomstock; 27th Jan 05 at 3:52 AM.

  18. #18
    thomcomstock
    Guest
    OK, I did a little experimenting and research and found that you add the following:

    Code:
    addSquadron("mover", "hgn_tanker", {42000.0, 21700.0, 55600.0}, -1, {0, 0, 0}, 0, 0); 
     
    createSOBGroup("mover_group")
    addToSOBGroup("mover", "mover_group")
     
    addPoint("JumpPoint_0", {42000.0, 21700.0, 55600.0}, {0, 0, 0}) 
    addPoint("JumpPoint_1", {42000.0, 21700.0, 84500.0}, {0, 0, 0}) 
     
    addPath("JumpPoint","JumpPoint_0","JumpPoint_1")
    to the 'level' file and the:

    Code:
    SobGroup_FollowPath("mover_group", "JumpPoint", 1, 1, 0)
    or any SobGroup instructions to the 'grm1' (Gamerules) file - I think.

    Now, can anyone tell me what the minimum necessary format for a 'grm1' file is. Sure, I can reverse engineer one of the Gamerules files from a Gamerules Mod, but why reinvent the wheel when someone that views this post has done all that already and with a few lines of text can explain exactly what the minimum necessary elements of a Gamerules file are, and if there are any other files that are necessary for me to implement a simple SobGroup_FollowPath command?

    I am so used to the scientific community which has a tendence to over-explain everything instead of under-explaining that you must forgive me my impatience.
    Max Planck did not have to reinvent Classical Theory before proposing Quantum Theory - and that certainly changed our perspective on the nature of objective reality, thus enhancing everyones gameplay, no?

    This forum reminds me of Schrödinger’s Cat. Erwin Schrödinger, a co-inventor of quantum mechanics, imagined an experiment in which the fate of a cat in an isolated box was linked to the unpredictable decay of an unstable particle such as the nucleus of a radium atom. If the particle decays during the course of an hour, the cat dies; otherwise, it lives. But as long as no one looks inside the box, its contents remain in a state that quantum theory describes as a “superposition” of two mutually exclusive states: in one of them the cat is alive, in the other it is dead.
    Last edited by thomcomstock; 28th Jan 05 at 3:49 AM.

  19. #19
    for simplicity just edit the hw2.lua or the homeworld classic game rules in data\leveldata\multiplayer


    each one you add counts as a gametype in the skirmish menu, the grm1 files simply act like a gametype + a big file so until you want to finish packaging it up for release you can test it in the multiplayer folder

  20. #20
    thomcomstock
    Guest
    Just the advice I was looking for. I'm going to start playing around with it tonight and see if I can get some advanced and stimulating 'ambient traffic' into the game.

    Thank you evillejedi!

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