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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Assault on Fort Malgar
Please make version for 2 players (2 attackers) . PLEASE!!! . And plz make 2500 money so we can buy our own actors\weapons .
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Sun Nov 23, 2008 12:08 pm |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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Re: Assault on Fort Malgar
The point of the mission is getting through with the slim resources given to you. If you really want to bring in other stuff, it's not too hard to edit it yourself. Find the Lua script for the scene. It's in the Scenes/Scripts folder, and can be edited in Notepad. Find these lines: Code: -- Team 2 is always CPU self.CPUTeam = Activity.TEAM_2; ActivityMan:GetActivity():SetTeamFunds(0,0) Hey, what could that last one do? The first number in the brackets is the amount of funds, the second is the number for the team. Red hearts are team 0, so there's no need to change that. I'm not entirely sure, but I think actors you buy don't count again the lives system in this scene. I doubt that you really care.
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Sun Nov 23, 2008 8:39 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Assault on Fort Malgar
No, they don't count. The only time it counts is if the variable "player" (the spawned character from the scene) dies, but that's only set when the scene automatically makes one. And making two player would be impossible with the current Lua commands, as there are none that link into the pie menu, for instance. Maybe in a later build, but not for now.
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Sun Nov 23, 2008 8:41 pm |
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Naruto43
Banned
Joined: Tue Sep 18, 2007 7:35 pm Posts: 17
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Re: Assault on Fort Malgar
Quote: No, they don't count. The only time it counts is if the variable "player" (the spawned character from the scene) dies, but that's only set when the scene automatically makes one.
uh that dos not make sens bcuz actors u spawn are not variabels Quote: And making two player would be impossible with the current Lua commands, as there are none that link into the pie menu, for instance. Maybe in a later build, but not for now. hrong you cud jus make thhe pie menu inaxesible and use ur own system idk sry no ofense but u shold probly just leave it up to lordtim to do the lua ur not very god but if u com to the lua help irc channel on gamesurge mebbe we can help you learn ^_^
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Wed Nov 26, 2008 6:22 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Assault on Fort Malgar
Naruto, you have no idea what you're talking about. I can hardly understand you anyway. You're right on the first one. Actors aren't variables. They're pointers, stored as variables. But yes, they're technically variables as far as the Lua is concerned. For the second part, no, you can't make the pie menu inacessible and just make your own system. The current Lua functions provided with Cortex Command don't allow that. Unless of course you can do it. If that's the case, I'd like an example. We'd all learn from it.
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Wed Nov 26, 2008 6:39 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Assault on Fort Malgar
wow. i give up, you win. take my car, my money.. everything. jesus christ my eyes! that was like MSN 3 years ago. is this B22 compatible yet? i cant see well enough to read yet, i hope this is legible..
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Wed Nov 26, 2008 8:34 am |
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mrah
Joined: Sat Aug 30, 2008 1:58 am Posts: 104
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Re: Assault on Fort Malgar
Quote: idk sry no ofense but u shold probly just leave it up to lordtim to do the lua ur not very god Ah yes. Because you are so much more superior than TheLastBanana. I'd love to see you do better than his coalition base scene. Seriously, man, on a scale of one to "literate", you just shat yourself right down to minus ten. Anyway, feel free to blow us all away with your self proclaimed ultimate coding skills *thumbs up*
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Wed Nov 26, 2008 8:05 pm |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Assault on Fort Malgar
You guys do know that is Daman right?
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Thu Nov 27, 2008 5:41 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Assault on Fort Malgar
really? cringe. is this compatible? im on capped net now, so i arent downloading what i dont need..
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Thu Nov 27, 2008 6:29 am |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: Assault on Fort Malgar
TheLastBanana wrote: And making two player would be impossible with the current Lua commands So how did Klone Soccer do it? I'm not challenging what you're saying, I'm just curious.
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Fri Nov 28, 2008 4:30 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Assault on Fort Malgar
Mm, you have a point there. I'd have to play around with it a bit to check though.
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Fri Nov 28, 2008 7:43 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Assault on Fort Malgar
It's in the Scenes.ini at the end where they define what lua file they use, and that stuff. It also defines 1 or 2 player.
(Since you probably already know this by now, I'm posting for future reference.)
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Fri Dec 05, 2008 12:48 am |
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Erahgon
Joined: Thu Apr 12, 2007 2:53 am Posts: 83
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Re: Assault on Fort Malgar
I can get the map to work in CC22, just replace the Maginot Terrain found in one of the mod's files with Grassland terrain.
At least that's how I fixed it.
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Sun Dec 14, 2008 8:14 pm |
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