Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Game mode community_balance

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
8/6/2025 4:14:21 PMAUrankSmokeDragon before revert after revert
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 . . .
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
4 this is the second time you have tried to deter me from making these modes DKBuzz
5 \n
6 "we just need trains in zk, not 20234782380727304740 different mods no one plays anyways"
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.
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.
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.
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
15 \n
16 \n
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.
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
22 \n
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 =)
24 \n
25 here is a sneakpeak of another mode im working on =) 75% complete everything is a lobster
26 [spoiler] local targetNames = {
27 Conjurer = true,
28 Glaive = true,
29 Scythe = true,
30 Ronin = true,
31 Reaver = true,
32 Knight = true,
33 Sling = true,
34 Phantom = true,
35 Gremlin = true,
36 Imp = true,
37 Iris = true,
38 \n
39 Convict = true,
40 Dirtbag = true,
41 Bandit = true,
42 Rogue = true,
43 Thug = true,
44 Outlaw = true,
45 Felon = true,
46 Racketeer = true,
47 Vandal = true,
48 Snitch = true,
49 Aspis = true,
50 \n
51 Mason = true,
52 Dart = true,
53 Scorcher = true,
54 Fencer = true,
55 Ripper = true,
56 Ravager = true,
57 Dominatrix = true,
58 Badger = true,
59 Impaler = true,
60 Crasher = true,
61 \n
62 Quill = true,
63 Dagger = true,
64 Scalpel = true,
65 Halberd = true,
66 Claymore = true,
67 Mace = true,
68 Lance = true,
69 Flail = true,
70 Bolas = true,
71 \n
72 Wasp = true,
73 Blastwing = true,
74 Gnat = true,
75 Locust = true,
76 Harpy = true,
77 Nimbus = true,
78 Revenant = true,
79 Krow = true,
80 Trident = true,
81 Charon = true,
82 Hercules = true,
83 \n
84 Crane = true,
85 Swift = true,
86 Raptor = true,
87 Raven = true,
88 Magpie = true,
89 Phoenix = true,
90 Thunderbird = true,
91 Likho = true,
92 Odin = true,
93 Sparrow = true,
94 Owl = true,
95 \n
96 Weaver = true,
97 Flea = true,
98 Hermit = true,
99 Venom = true,
100 Redback = true,
101 Recluse = true,
102 Crab = true,
103 Tarantula = true,
104 Widow = true,
105 \n
106 Constable = true,
107 Puppy = true,
108 Pyro = true,
109 Placeholder = true,
110 Moderator = true,
111 Jack = true,
112 Jugglenaut = true,
113 Firewalker = true,
114 Toad = true,
115 Skuttle = true,
116 \n
117 Welder = true,
118 Kodachi = true,
119 Blitz = true,
120 Ogre = true,
121 Minotaur = true,
122 Cyclops = true,
123 Emissary = true,
124 Tremor = true,
125 Ettin = true,
126 \n
127 Conch = true,
128 Duck = true,
129 Archer = true,
130 Bulkhead = true,
131 Buoy = true,
132 Scallop = true,
133 Grizzly = true,
134 Angler = true,
135 Limpet = true,
136 Lobster = true,
137 Djinn = true,
138 \n
139 Mariner = true,
140 Cutter = true,
141 Hunter = true,
142 Seawolf = true,
143 Corsair = true,
144 Mistral = true,
145 Siren = true,
146 Envoy = true,
147 Zephyr = true,
148 \n
149 Athena = true,
150 Ultimatum = true,
151 Scorpion = true,
152 Dante = true,
153 Merlin = true,
154 Funnelweb = true,
155 Paladin = true,
156 Detriment = true,
157 Shogun = true,
158 Reef = true,
159 Scylla = true,
160 \n
161 Picket = true,
162 Lotus = true,
163 Urchin = true,
164 Newton = true,
165 Faraday = true,
166 Stardust = true,
167 Stinger = true,
168 Gauss = true,
169 Desolator = true,
170 Lucifer = true,
171 Cerberus = true
172 }
173 \n
174 local newWeaponType = {
175 {
176 def = "newnewnew1",
177 badTargetCategory = "FIXEDWING GUNSHIP",
178 onlyTargetCategory = "SWIM FIXEDWING HOVER LAND SINK TURRET FLOAT SHIP GUNSHIP",
179 },
180 {
181 def = "newnewnew2",
182 badTargetCategory = "FIXEDWING GUNSHIP",
183 onlyTargetCategory = "SWIM FIXEDWING HOVER LAND SINK TURRET FLOAT SHIP GUNSHIP",
184 }
185 }
186 \n
187 local newSFX = {
188 [[custom:thrower_shockwave]],
189 }
190 \n
191 for name, ud in pairs(UnitDefs) do
192 if targetNames[ud.name] then
193 Spring.Echo("ud.name: " .. ud.name)
194 \n
195 local newWeaponDef = {
196 newnewnew1 = {
197 \n
198 name = [[Unit Launcher]],
199 accuracy = 0,
200 areaOfEffect = 224, -- UI
201 avoidFeature = false,
202 avoidFriendly = false,
203 avoidGround = false,
204 burnblow = true,
205 craterBoost = 0,
206 craterMult = 0,
207 \n
208 customParams = {
209 ui_manual_fire = 1,
210 lups_noshockwave = [[1]],
211 thower_weapon = 1,
212 },
213 \n
214 damage = {
215 default = 0,
216 },
217 \n
218 explosionSpeed = 50,
219 intensity = 0.9,
220 interceptedByShieldType = 1,
221 leadLimit = 0,
222 myGravity = 0.05,
223 projectiles = 1,
224 range = 620,
225 reloadtime = 14,
226 rgbColor = [[0.05 0.45 0.95]],
227 size = 0.005,
228 soundStart = [[Launcher]],
229 soundStartVolume = 6000,
230 turret = true,
231 weaponType = [[Cannon]],
232 weaponVelocity = 350,
233 waterweapon = true,
234 \n
235 },
236 newnewnew2 = {
237 \n
238 name = [[Bogus Unit Launcher]],
239 accuracy = 0,
240 areaOfEffect = 224, -- UI
241 avoidFeature = false,
242 avoidFriendly = false,
243 avoidGround = false,
244 burnblow = true,
245 commandfire = true,
246 craterBoost = 0,
247 craterMult = 0,
248 \n
249 customParams = {
250 lups_noshockwave = [[1]],
251 thower_weapon = 1,
252 bogus = 1,
253 },
254 \n
255 damage = {
256 default = 0,
257 },
258 \n
259 explosionSpeed = 50,
260 intensity = 0.9,
261 interceptedByShieldType = 1,
262 leadLimit = 0,
263 myGravity = 0.05,
264 projectiles = 1,
265 range = 620,
266 reloadtime = 14,
267 rgbColor = [[0.05 0.45 0.95]],
268 size = 0.005,
269 soundStart = [[Launcher]],
270 soundStartVolume = 6000,
271 turret = true,
272 weaponType = [[Cannon]],
273 weaponVelocity = 350,
274 waterweapon = true,
275 \n
276 }
277 }
278 \n
279 ud.canmanualfire = "true"
280 highTrajectory = 1
281 \n
282 if not ud.customparams then
283 ud.customparams = {}
284 end
285 \n
286 if ud.customparams.can_target_allies == nil then
287 ud.customparams.can_target_allies = 1
288 end
289 \n
290 if ud.customparams.thrower_gather == nil then
291 ud.customparams.thrower_gather = 160
292 end
293 \n
294 if ud.customparams.attack_toggle == nil then
295 ud.customparams.attack_toggle = "1"
296 end
297 \n
298 if not ud.sfxtypes then
299 ud.sfxtypes = {}
300 end
301 \n
302 if not ud.sfxtypes.explosiongenerators then
303 ud.sfxtypes.explosiongenerators = {}
304 end
305 \n
306 for _, SFXType in ipairs(newSFX) do
307 table.insert(ud.sfxtypes.explosiongenerators, SFXType)
308 end
309 \n
310 if not ud.weapondefs then
311 ud.weapondefs = {}
312 end
313 \n
314 for defName, defData in pairs(newWeaponDef) do
315 ud.weapondefs[defName] = defData
316 end
317 \n
318 if not ud.weapons then
319 ud.weapons = {}
320 end
321 \n
322 for _, weaponType in ipairs(newWeaponType) do
323 table.insert(ud.weapons, weaponType)
324 end
325 end
326 end
327 [/spoiler]