Author Topic: Scripting bug/request thread  (Read 5104 times)

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Offline WMCoolmon

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Re: Scripting bug/request thread
Well as far as I'm concerned, all scripting screen coordinates should be in absolute coordinates and if they aren't, it's a bug.

I doubt I'll have it fixed by 3.6.9 release, though, the branching thing has been an utter pain in the ass to work with. Before I commit anything more to that branch I need to set up another dev environment for it, I've tried having a separate branch on my HDD and it hasn't caught one completely by-itself difference in lua.cpp. I've already been yelled at for not test-compiling, after fully testing and test-compiling changes, because I let that one little bit slip through when I committed to the 3.6.9 branch.
« Last Edit: July 10, 2006, 04:22:38 am by WMCoolmon »
-C

 

Offline Nuke

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Re: Scripting bug/request thread
no need to rush with the scripting on my account though, i can only do bits ant pieces of what i wish to accomplish with it so far. made some intresting discoveries, like how to get a working mouse cursor on your hud. but i couldntget it to do anything cool like control a turret or point and click targeting. i thought about using render to texture to put a pong game on one of the screens in one of my fighters, and theres actually enough stuff to make it work too. but my real objective for today was to replace the lead indicator and reticle with a moving reticle like the kind used on 50s fighter planes. i managed to get an automatic target selector working and a cool little reticle which would be placed over the automatically selected ship. it doesnt lead yet, just sits on top of the target. i guess i can use it for beams :D. to make it lead i need a number of factors, player and enemy position and velocity vectors (wich i could figure out how to get), and the velocity and range of the player's weapons (which i could not find). that having failed i tried to animate it so it would return to the center when it didnt have a target and would move over to the target when it had one, but it wasnt very good and resembled something i did in highschool with vb. il have to take a crash cource in trig to get that to look smoother. i liked wat i accomplished even if it was practically nothing.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Goober5000

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Re: Scripting bug/request thread
I doubt I'll have it fixed by 3.6.9 release, though, the branching thing has been an utter pain in the ass to work with.

Have you been making changes to both branches simultaneously, or have you been changing one branch and patching the other?

The latter is a much better method IMHO.  If there's a bug in 3.6.9, I fix the 3.6.9 branch, patch the main branch, test both, and commit.  I haven't found it hard.

What sort of problems have you run into?

 

Offline Nuke

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Re: Scripting bug/request thread
any chance we cant get a way to take a render from a camera object? i want a turret boresight camera to render to texture so you can have a screen in a virtual cockpit show you what your turrets looking at.

*edit

just incase you coders are woried that scripting is underused:

http://www.hard-light.net/forums/index.php/topic,40912.0.html
« Last Edit: July 10, 2006, 06:39:15 pm by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Wanderer

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Re: Scripting bug/request thread
:bump:

So sorry about that... but i again encountered something where i need a little help...

Do these two really function? If they do what is the proper syntax for them...

sd.playGameSound()
sd.playInterfaceSound()


When i use those i get no errors at all but neither do i get any sounds either.

I tried all these
Code: [Select]
sd.playGameSound("7_yes",0,100,0)
sd.playGameSound("7_yes.wav",0,100,0)
sd.playGameSound(7,0,100,0)
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Nuke

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Re: Scripting bug/request thread
:bump:

So sorry about that... but i again encountered something where i need a little help...

Do these two really function? If they do what is the proper syntax for them...

sd.playGameSound()
sd.playInterfaceSound()


When i use those i get no errors at all but neither do i get any sounds either.

I tried all these
Code: [Select]
sd.playGameSound("7_yes",0,100,0)
sd.playGameSound("7_yes.wav",0,100,0)
sd.playGameSound(7,0,100,0)

i think you got to use a sound.tbl numerical reference, rather than a wav file.

also has anyone managed to get gr.drawCurve() to work?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline WMCoolmon

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Re: Scripting bug/request thread
You have to specify the filename of a sound in sounds.tbl, sound indices won't work.

drawCurve, direction must be 0-3 for now.
-C

 

Offline Nuke

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Re: Scripting bug/request thread
il try that one
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Wanderer

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Re: Scripting bug/request thread
You have to specify the filename of a sound in sounds.tbl, sound indices won't work.

OK, i tried that it after i added the the sound i wanted to the sounds.tbl and it works very nicely :yes:. I wanted to play speech things during the mission with scripts like automated background process to create both randomized event triggered (enemy death/missile launch etc.) and background chatter type radio noise. And now it even functions properly :D
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Offline WMCoolmon

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Re: Scripting bug/request thread
BTW I added the Speed variable to the weaponclass, along with a few other of the easy-to-implement variables. Pending testing, it and some other values will go into post-3.6.9 CVS.
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Offline Nuke

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Re: Scripting bug/request thread
that comes in handy for something im working on.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN