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not a bug anymore

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https://zero-k.info/Forum/Post/274334#274334

changing build options of striderhub using unittweaks or deftweaks - will if they are buildings - add them onto engineer commanders buildoptions.
--
{
--
  dynsupport1 = {
    buildoptions = {
      [[staticantinuke]], -- can now also make pylon
    },
  },

  striderhub = {
    buildoptions = {
      [[energypylon]],
    },
  },

--
}
--


ie.

Bug: engineer com can make any static that strider hub can after tweaking strider hub
+0 / -0
bump AUrankAdminGoogleFrog.. is this not a bug?

maybe i should switch to folder mods for better engine support
+0 / -0
40 days ago
.. almost done converting to a proper mod.. i hope this will solve all the issues
+0 / -0
8 days ago
return {
	name = 'greed version 2',
	description = 'Tech up with: Constructor -> Athena -> Funnelweb -> Strider Hub.',
	shortname = 'greed_2',
	version = 'v2.0.0',
	mutator = '1',
	game = '',
	shortGame = '',
	modtype = 1,
	depend = {
		[[rapid://zk:stable]]
	},
	modoptions = {
		equalcom      = "off",
		energymult    = 20,
		innateenergy  = 5,
		terracostmult = 2,
		innatemetal   = 5,
		noelo         = 1,
		shield_merge  = "partial_penetrate",
	},
}


posted to show a friend
+2 / -0
  • To build something the build option must be in the statically loaded unit defs.
  • Build options that were loaded can be removed and readded by lua.
  • Engineer commander loads with every build option, then the mobile units are removed, then a single unit is added back in by blueprint.

Also, most constructors load their buildoptions from a central place because they can build everything.

I don't consider what you've found to be a bug. Zero-K works fine, tweak defs isn't literally crashing. It does something unusual, but I don't expect tweak defs to never do anything unusual. You can PR a small fix if you like.
+1 / -0
7 days ago
thank you for taking the time to respond. i agree its not a bug with zero-k im sorry i should have clarified its an edge case that affects modding only.. i have 99.9% updated the whole mod to an actual file mod now so all issues are fixed.. well almost all of them.. but i think i can fix the rest.

tweaking engicoms build options with quick tweaks simply does not work if you also edit strider hub.. strider hub tweaks will overwrite it
+0 / -0
5 days ago

return {
	name = 'greed version 2',
	description = 'Tech up with: Constructor -> Athena -> Funnelweb -> Strider Hub.',
	shortname = 'greed_2',
	version = 'v2.0.0',
	mutator = '1',
	game = '',
	shortGame = '',
	modtype = 1,
	depend = {
		[[rapid://zk:stable]]
	},
	modoptions = {
		equalcom      = "off",
		energymult    = 20,
		innateenergy  = 5,
		terracostmult = 2,
		innatemetal   = 5,
		noelo         = 1,
		shield_merge  = "penetrate",
	},
}


+0 / -0
5 days ago
still having trouble getting modoptions to load up is this where they are supposed to go?
+0 / -0
I am not aware of modoptions being supported in modinfo like that. Is it possible to include base game modoptions and change the defaults? Otherwise you could at least set the modoptions in the custom mode, which is not the greatest as then it requires the game and custom mode to work.

Here is a ticket https://github.com/ZeroK-RTS/Zero-K/issues/5687
+1 / -0
thanks



my mod already includes the vanilla modoptions file ill look into how to set defaults.

here is the projects git
https://github.com/wonderfulwildchild/Greed2

ahh i think i get this now the modoptions file has def keypair and this stands for default so i can change that and overide the original to fix my mod..

this is still not working im overriding ModOptions.lua using def key-pair and its not changing it ingame either. i tried using ModOptions.lua and modoptions.lua incase it was capitalisation

tried changing it with LuaRules\Gadgets but it did not work

thanks AUrankAdminGoogleFrog =D
+0 / -0