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Game mode newton all

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Date Editor Before After
8/11/2024 9:55:31 AMAUrankSmokeDragon before revert after revert
8/11/2024 9:52:16 AMAUrankSmokeDragon before revert after revert
8/11/2024 7:17:34 AMAUrankSmokeDragon before revert after revert
8/11/2024 7:14:53 AMAUrankSmokeDragon before revert after revert
8/11/2024 7:10:53 AMAUrankSmokeDragon before revert after revert
8/11/2024 7:08:35 AMAUrankSmokeDragon before revert after revert
8/11/2024 6:30:42 AMAUrankSmokeDragon before revert after revert
8/11/2024 6:25:52 AMAUrankSmokeDragon before revert after revert
8/11/2024 6:24:35 AMAUrankSmokeDragon before revert after revert
Before After
1 i do host a room with random modes. but i know what your asking.. an automatic rotation room.. 1 i do host a room with random modes. but i know what your asking.. an automatic rotation room..
2 my worry is since many modes were written long ago and have bugs that i can not yet fix (lack of skills) i would prefer to wait another year before i think they will all be ready for the public. 2 my worry is since many modes were written long ago and have bugs that i can not yet fix (lack of skills) i would prefer to wait another year before i think they will all be ready for the public.
3 \n 3 \n
4 this is the second time you have tried to deter me from making these modes DKBuzz 4 this is the second time you have tried to deter me from making these modes DKBuzz
5 \n 5 \n
6 "we just need trains in zk, not 20234782380727304740 different mods no one plays anyways" 6 "we just need trains in zk, not 20234782380727304740 different mods no one plays anyways"
7 \n 7 \n
8 so i will remain civil. i will accept the truths that few if any may ever be played. and indeed there use is limited. 8 so i will remain civil. i will accept the truths that few if any may ever be played. and indeed there use is limited.
9 \n 9 \n
10 however you cannot control what i enjoy. every mode i make is helping me learn lua.. the latest mode i made involved writing code myself that i could not have done 1 month ago. 10 however you cannot control what i enjoy. every mode i make is helping me learn lua.. the latest mode i made involved writing code myself that i could not have done 1 month ago.
11 \n 11 \n
12 i figure if im going to write this code to learn to program then why not share it and have fun in the process. 12 i figure if im going to write this code to learn to program then why not share it and have fun in the process.
13 \n 13 \n
14 and yes this mode was played by other people yesterday.. all my modes have been tried by people.. did they enjoy them.. not always.. did they sometimes get angry.. yes.. but did they also sometimes enjoy and play for hours.. yes 14 and yes this mode was played by other people yesterday.. all my modes have been tried by people.. did they enjoy them.. not always.. did they sometimes get angry.. yes.. but did they also sometimes enjoy and play for hours.. yes
15 \n 15 \n
16 \n 16 \n
17 this mode was actualy made at the request of Googlefrog the game developer "Some sort of more controllable magnetic units?" 17 this mode was actualy made at the request of Googlefrog the game developer "Some sort of more controllable magnetic units?"
18 but i think it can be done much better. so im remaking this mod as we speak 18 but i think it can be done much better.
19 especialy since this mode doesnt even seem to pull units properly
20 im going to modify a outlaw weapon instead
21 so im remaking this mod as we speak
19 \n 22 \n
20 for example i just learned to use nil and not not checks for condition checking when modifying undefined keypair values =) 23 i need to make these modes if im going to make trains mode because i lack the skills to do it yet. for example i just learned to use nil and not 'not' checks for condition checking when modifying undefined keypair values =)
21 \n 24 \n
22 75% complete everything is a lobster 25 here is a sneakpeak of another mode im working on =) 75% complete everything is a lobster
23 [spoiler] local targetNames = { 26 [spoiler] local targetNames = {
24 Conjurer = true, 27 Conjurer = true,
25 Glaive = true, 28 Glaive = true,
26 Scythe = true, 29 Scythe = true,
27 Ronin = true, 30 Ronin = true,
28 Reaver = true, 31 Reaver = true,
29 Knight = true, 32 Knight = true,
30 Sling = true, 33 Sling = true,
31 Phantom = true, 34 Phantom = true,
32 Gremlin = true, 35 Gremlin = true,
33 Imp = true, 36 Imp = true,
34 Iris = true, 37 Iris = true,
35 \n 38 \n
36 Convict = true, 39 Convict = true,
37 Dirtbag = true, 40 Dirtbag = true,
38 Bandit = true, 41 Bandit = true,
39 Rogue = true, 42 Rogue = true,
40 Thug = true, 43 Thug = true,
41 Outlaw = true, 44 Outlaw = true,
42 Felon = true, 45 Felon = true,
43 Racketeer = true, 46 Racketeer = true,
44 Vandal = true, 47 Vandal = true,
45 Snitch = true, 48 Snitch = true,
46 Aspis = true, 49 Aspis = true,
47 \n 50 \n
48 Mason = true, 51 Mason = true,
49 Dart = true, 52 Dart = true,
50 Scorcher = true, 53 Scorcher = true,
51 Fencer = true, 54 Fencer = true,
52 Ripper = true, 55 Ripper = true,
53 Ravager = true, 56 Ravager = true,
54 Dominatrix = true, 57 Dominatrix = true,
55 Badger = true, 58 Badger = true,
56 Impaler = true, 59 Impaler = true,
57 Crasher = true, 60 Crasher = true,
58 \n 61 \n
59 Quill = true, 62 Quill = true,
60 Dagger = true, 63 Dagger = true,
61 Scalpel = true, 64 Scalpel = true,
62 Halberd = true, 65 Halberd = true,
63 Claymore = true, 66 Claymore = true,
64 Mace = true, 67 Mace = true,
65 Lance = true, 68 Lance = true,
66 Flail = true, 69 Flail = true,
67 Bolas = true, 70 Bolas = true,
68 \n 71 \n
69 Wasp = true, 72 Wasp = true,
70 Blastwing = true, 73 Blastwing = true,
71 Gnat = true, 74 Gnat = true,
72 Locust = true, 75 Locust = true,
73 Harpy = true, 76 Harpy = true,
74 Nimbus = true, 77 Nimbus = true,
75 Revenant = true, 78 Revenant = true,
76 Krow = true, 79 Krow = true,
77 Trident = true, 80 Trident = true,
78 Charon = true, 81 Charon = true,
79 Hercules = true, 82 Hercules = true,
80 \n 83 \n
81 Crane = true, 84 Crane = true,
82 Swift = true, 85 Swift = true,
83 Raptor = true, 86 Raptor = true,
84 Raven = true, 87 Raven = true,
85 Magpie = true, 88 Magpie = true,
86 Phoenix = true, 89 Phoenix = true,
87 Thunderbird = true, 90 Thunderbird = true,
88 Likho = true, 91 Likho = true,
89 Odin = true, 92 Odin = true,
90 Sparrow = true, 93 Sparrow = true,
91 Owl = true, 94 Owl = true,
92 \n 95 \n
93 Weaver = true, 96 Weaver = true,
94 Flea = true, 97 Flea = true,
95 Hermit = true, 98 Hermit = true,
96 Venom = true, 99 Venom = true,
97 Redback = true, 100 Redback = true,
98 Recluse = true, 101 Recluse = true,
99 Crab = true, 102 Crab = true,
100 Tarantula = true, 103 Tarantula = true,
101 Widow = true, 104 Widow = true,
102 \n 105 \n
103 Constable = true, 106 Constable = true,
104 Puppy = true, 107 Puppy = true,
105 Pyro = true, 108 Pyro = true,
106 Placeholder = true, 109 Placeholder = true,
107 Moderator = true, 110 Moderator = true,
108 Jack = true, 111 Jack = true,
109 Jugglenaut = true, 112 Jugglenaut = true,
110 Firewalker = true, 113 Firewalker = true,
111 Toad = true, 114 Toad = true,
112 Skuttle = true, 115 Skuttle = true,
113 \n 116 \n
114 Welder = true, 117 Welder = true,
115 Kodachi = true, 118 Kodachi = true,
116 Blitz = true, 119 Blitz = true,
117 Ogre = true, 120 Ogre = true,
118 Minotaur = true, 121 Minotaur = true,
119 Cyclops = true, 122 Cyclops = true,
120 Emissary = true, 123 Emissary = true,
121 Tremor = true, 124 Tremor = true,
122 Ettin = true, 125 Ettin = true,
123 \n 126 \n
124 Conch = true, 127 Conch = true,
125 Duck = true, 128 Duck = true,
126 Archer = true, 129 Archer = true,
127 Bulkhead = true, 130 Bulkhead = true,
128 Buoy = true, 131 Buoy = true,
129 Scallop = true, 132 Scallop = true,
130 Grizzly = true, 133 Grizzly = true,
131 Angler = true, 134 Angler = true,
132 Limpet = true, 135 Limpet = true,
133 Lobster = true, 136 Lobster = true,
134 Djinn = true, 137 Djinn = true,
135 \n 138 \n
136 Mariner = true, 139 Mariner = true,
137 Cutter = true, 140 Cutter = true,
138 Hunter = true, 141 Hunter = true,
139 Seawolf = true, 142 Seawolf = true,
140 Corsair = true, 143 Corsair = true,
141 Mistral = true, 144 Mistral = true,
142 Siren = true, 145 Siren = true,
143 Envoy = true, 146 Envoy = true,
144 Zephyr = true, 147 Zephyr = true,
145 \n 148 \n
146 Athena = true, 149 Athena = true,
147 Ultimatum = true, 150 Ultimatum = true,
148 Scorpion = true, 151 Scorpion = true,
149 Dante = true, 152 Dante = true,
150 Merlin = true, 153 Merlin = true,
151 Funnelweb = true, 154 Funnelweb = true,
152 Paladin = true, 155 Paladin = true,
153 Detriment = true, 156 Detriment = true,
154 Shogun = true, 157 Shogun = true,
155 Reef = true, 158 Reef = true,
156 Scylla = true, 159 Scylla = true,
157 \n 160 \n
158 Picket = true, 161 Picket = true,
159 Lotus = true, 162 Lotus = true,
160 Urchin = true, 163 Urchin = true,
161 Newton = true, 164 Newton = true,
162 Faraday = true, 165 Faraday = true,
163 Stardust = true, 166 Stardust = true,
164 Stinger = true, 167 Stinger = true,
165 Gauss = true, 168 Gauss = true,
166 Desolator = true, 169 Desolator = true,
167 Lucifer = true, 170 Lucifer = true,
168 Cerberus = true 171 Cerberus = true
169 } 172 }
170 \n 173 \n
171 local newWeaponType = { 174 local newWeaponType = {
172 { 175 {
173 def = "newnewnew1", 176 def = "newnewnew1",
174 badTargetCategory = "FIXEDWING GUNSHIP", 177 badTargetCategory = "FIXEDWING GUNSHIP",
175 onlyTargetCategory = "SWIM FIXEDWING HOVER LAND SINK TURRET FLOAT SHIP GUNSHIP", 178 onlyTargetCategory = "SWIM FIXEDWING HOVER LAND SINK TURRET FLOAT SHIP GUNSHIP",
176 }, 179 },
177 { 180 {
178 def = "newnewnew2", 181 def = "newnewnew2",
179 badTargetCategory = "FIXEDWING GUNSHIP", 182 badTargetCategory = "FIXEDWING GUNSHIP",
180 onlyTargetCategory = "SWIM FIXEDWING HOVER LAND SINK TURRET FLOAT SHIP GUNSHIP", 183 onlyTargetCategory = "SWIM FIXEDWING HOVER LAND SINK TURRET FLOAT SHIP GUNSHIP",
181 } 184 }
182 } 185 }
183 \n 186 \n
184 local newSFX = { 187 local newSFX = {
185 [[custom:thrower_shockwave]], 188 [[custom:thrower_shockwave]],
186 } 189 }
187 \n 190 \n
188 for name, ud in pairs(UnitDefs) do 191 for name, ud in pairs(UnitDefs) do
189 if targetNames[ud.name] then 192 if targetNames[ud.name] then
190 Spring.Echo("ud.name: " .. ud.name) 193 Spring.Echo("ud.name: " .. ud.name)
191 \n 194 \n
192 local newWeaponDef = { 195 local newWeaponDef = {
193 newnewnew1 = { 196 newnewnew1 = {
194 \n 197 \n
195 name = [[Unit Launcher]], 198 name = [[Unit Launcher]],
196 accuracy = 0, 199 accuracy = 0,
197 areaOfEffect = 224, -- UI 200 areaOfEffect = 224, -- UI
198 avoidFeature = false, 201 avoidFeature = false,
199 avoidFriendly = false, 202 avoidFriendly = false,
200 avoidGround = false, 203 avoidGround = false,
201 burnblow = true, 204 burnblow = true,
202 craterBoost = 0, 205 craterBoost = 0,
203 craterMult = 0, 206 craterMult = 0,
204 \n 207 \n
205 customParams = { 208 customParams = {
206 ui_manual_fire = 1, 209 ui_manual_fire = 1,
207 lups_noshockwave = [[1]], 210 lups_noshockwave = [[1]],
208 thower_weapon = 1, 211 thower_weapon = 1,
209 }, 212 },
210 \n 213 \n
211 damage = { 214 damage = {
212 default = 0, 215 default = 0,
213 }, 216 },
214 \n 217 \n
215 explosionSpeed = 50, 218 explosionSpeed = 50,
216 intensity = 0.9, 219 intensity = 0.9,
217 interceptedByShieldType = 1, 220 interceptedByShieldType = 1,
218 leadLimit = 0, 221 leadLimit = 0,
219 myGravity = 0.05, 222 myGravity = 0.05,
220 projectiles = 1, 223 projectiles = 1,
221 range = 620, 224 range = 620,
222 reloadtime = 14, 225 reloadtime = 14,
223 rgbColor = [[0.05 0.45 0.95]], 226 rgbColor = [[0.05 0.45 0.95]],
224 size = 0.005, 227 size = 0.005,
225 soundStart = [[Launcher]], 228 soundStart = [[Launcher]],
226 soundStartVolume = 6000, 229 soundStartVolume = 6000,
227 turret = true, 230 turret = true,
228 weaponType = [[Cannon]], 231 weaponType = [[Cannon]],
229 weaponVelocity = 350, 232 weaponVelocity = 350,
230 waterweapon = true, 233 waterweapon = true,
231 \n 234 \n
232 }, 235 },
233 newnewnew2 = { 236 newnewnew2 = {
234 \n 237 \n
235 name = [[Bogus Unit Launcher]], 238 name = [[Bogus Unit Launcher]],
236 accuracy = 0, 239 accuracy = 0,
237 areaOfEffect = 224, -- UI 240 areaOfEffect = 224, -- UI
238 avoidFeature = false, 241 avoidFeature = false,
239 avoidFriendly = false, 242 avoidFriendly = false,
240 avoidGround = false, 243 avoidGround = false,
241 burnblow = true, 244 burnblow = true,
242 commandfire = true, 245 commandfire = true,
243 craterBoost = 0, 246 craterBoost = 0,
244 craterMult = 0, 247 craterMult = 0,
245 \n 248 \n
246 customParams = { 249 customParams = {
247 lups_noshockwave = [[1]], 250 lups_noshockwave = [[1]],
248 thower_weapon = 1, 251 thower_weapon = 1,
249 bogus = 1, 252 bogus = 1,
250 }, 253 },
251 \n 254 \n
252 damage = { 255 damage = {
253 default = 0, 256 default = 0,
254 }, 257 },
255 \n 258 \n
256 explosionSpeed = 50, 259 explosionSpeed = 50,
257 intensity = 0.9, 260 intensity = 0.9,
258 interceptedByShieldType = 1, 261 interceptedByShieldType = 1,
259 leadLimit = 0, 262 leadLimit = 0,
260 myGravity = 0.05, 263 myGravity = 0.05,
261 projectiles = 1, 264 projectiles = 1,
262 range = 620, 265 range = 620,
263 reloadtime = 14, 266 reloadtime = 14,
264 rgbColor = [[0.05 0.45 0.95]], 267 rgbColor = [[0.05 0.45 0.95]],
265 size = 0.005, 268 size = 0.005,
266 soundStart = [[Launcher]], 269 soundStart = [[Launcher]],
267 soundStartVolume = 6000, 270 soundStartVolume = 6000,
268 turret = true, 271 turret = true,
269 weaponType = [[Cannon]], 272 weaponType = [[Cannon]],
270 weaponVelocity = 350, 273 weaponVelocity = 350,
271 waterweapon = true, 274 waterweapon = true,
272 \n 275 \n
273 } 276 }
274 } 277 }
275 \n 278 \n
276 ud.canmanualfire = "true" 279 ud.canmanualfire = "true"
277 highTrajectory = 1 280 highTrajectory = 1
278 \n 281 \n
279 if not ud.customparams then 282 if not ud.customparams then
280 ud.customparams = {} 283 ud.customparams = {}
281 end 284 end
282 \n 285 \n
283 if ud.customparams.can_target_allies == nil then 286 if ud.customparams.can_target_allies == nil then
284 ud.customparams.can_target_allies = 1 287 ud.customparams.can_target_allies = 1
285 end 288 end
286 \n 289 \n
287 if ud.customparams.thrower_gather == nil then 290 if ud.customparams.thrower_gather == nil then
288 ud.customparams.thrower_gather = 160 291 ud.customparams.thrower_gather = 160
289 end 292 end
290 \n 293 \n
291 if ud.customparams.attack_toggle == nil then 294 if ud.customparams.attack_toggle == nil then
292 ud.customparams.attack_toggle = "1" 295 ud.customparams.attack_toggle = "1"
293 end 296 end
294 \n 297 \n
295 if not ud.sfxtypes then 298 if not ud.sfxtypes then
296 ud.sfxtypes = {} 299 ud.sfxtypes = {}
297 end 300 end
298 \n 301 \n
299 if not ud.sfxtypes.explosiongenerators then 302 if not ud.sfxtypes.explosiongenerators then
300 ud.sfxtypes.explosiongenerators = {} 303 ud.sfxtypes.explosiongenerators = {}
301 end 304 end
302 \n 305 \n
303 for _, SFXType in ipairs(newSFX) do 306 for _, SFXType in ipairs(newSFX) do
304 table.insert(ud.sfxtypes.explosiongenerators, SFXType) 307 table.insert(ud.sfxtypes.explosiongenerators, SFXType)
305 end 308 end
306 \n 309 \n
307 if not ud.weapondefs then 310 if not ud.weapondefs then
308 ud.weapondefs = {} 311 ud.weapondefs = {}
309 end 312 end
310 \n 313 \n
311 for defName, defData in pairs(newWeaponDef) do 314 for defName, defData in pairs(newWeaponDef) do
312 ud.weapondefs[defName] = defData 315 ud.weapondefs[defName] = defData
313 end 316 end
314 \n 317 \n
315 if not ud.weapons then 318 if not ud.weapons then
316 ud.weapons = {} 319 ud.weapons = {}
317 end 320 end
318 \n 321 \n
319 for _, weaponType in ipairs(newWeaponType) do 322 for _, weaponType in ipairs(newWeaponType) do
320 table.insert(ud.weapons, weaponType) 323 table.insert(ud.weapons, weaponType)
321 end 324 end
322 end 325 end
323 end 326 end
324 [/spoiler] 327 [/spoiler]