1 |
Okay, so the clonedefs are there to do a few things:
|
1 |
Okay, so the clonedefs are there to do a few things:
|
2 |
\n
|
2 |
\n
|
3 |
1.) Shield:
|
3 |
1.) Shield:
|
4 |
Shields cannot be dynamically controlled via lua (yet) so area vs personal shield need two defs.
|
4 |
Shields cannot be dynamically controlled via lua (yet) so area vs personal shield need two defs.
|
5 |
\n
|
5 |
\n
|
6 |
2.) Lazarus:
|
6 |
2.) Lazarus:
|
7 |
This is mostly due to the unitdef tag "canResurrect". This just simplifies the code a bit I think.
|
7 |
This is mostly due to the unitdef tag "canResurrect". This just simplifies the code a bit I think.
|
8 |
\n
|
8 |
\n
|
9 |
3.) Jumpjets:
|
9 |
3.) Jumpjets:
|
10 |
This
seems
outdated.
You
can
inject
the
jump
command
and
dynamically
control
range/reload
(
in
fact
FW
does
this
already)
.
This
is
because
jumpjets
are
completely
lua.
I
just
made
entry
points
for
them
to
be
changed
on
the
fly.
In
fact,
I
could
potentially
tie
JJ
range
/
reload
to
jump
distance.
|
10 |
This
seems
outdated.
You
can
inject
the
jump
command
and
dynamically
control
range/reload
(
in
fact
FW
does
this
already)
.
This
is
because
jumpjets
are
completely
lua.
I
just
made
entry
points
for
them
to
be
changed
on
the
fly.
In
fact,
I
could
potentially
tie
JJ
range
/
reload
to
jump
distance.
It
would
not
be
too
difficult
to
do
this
lua
side.
|