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ZK modders' dream

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Date Editor Before After
5/17/2025 1:36:28 PMCNrankXNTWSAD before revert after revert
5/17/2025 1:22:11 PMCNrankXNTWSAD before revert after revert
2/25/2025 8:40:07 AMCNrankXNTWSAD before revert after revert
2/25/2025 8:38:46 AMCNrankXNTWSAD before revert after revert
Before After
1 Current tech: 1 Current tech:
2 \n 2 \n
3 (utils : Spring.Utilities.wacky_utils, utils_op : Spring.Utilities.to_make_op_things) 3 (utils : Spring.Utilities.wacky_utils, utils_op : Spring.Utilities.to_make_op_things)
4 \n 4 \n
5 [b]gamedata/unitdefs_post.lua[/b]: 5 [b]gamedata/unitdefs_post.lua[/b]:
6 run codes in gamedata/tweak_unit_defs, 6 run codes in gamedata/tweak_unit_defs,
7 utils_op .load_modoptions(): load optional things at lua_mods and mods. 7 utils_op .load_modoptions(): load optional things at lua_mods and mods.
8 utils_op .RunUnitDefsTweakFns(): run optional code for unitdefs. 8 utils_op .RunUnitDefsTweakFns(): run optional code for unitdefs.
9 \n 9 \n
10 [b]gamedata/weapondefs_post.lua[/b]: 10 [b]gamedata/weapondefs_post.lua[/b]:
11 run codes in gamedata/tweak_weapon_defs, 11 run codes in gamedata/tweak_weapon_defs,
12 utils_op.RunOrderedList(utils_op.weapon_defs_tweak_fns): run optional code for weapondefs. 12 utils_op.RunOrderedList(utils_op.weapon_defs_tweak_fns): run optional code for weapondefs.
13 \n 13 \n
14 [b]gamedata/modularcomms[/b]: 14 [b]gamedata/modularcomms[/b]:
15 put chassisdefs, moduledefs into files 15 put chassisdefs, moduledefs into files
16 \n 16 \n
17 [b]gamedata/movedefs.lua[/b]: 17 [b]gamedata/movedefs.lua[/b]:
18 utils_op.MoveDef_TryGen: automatically generate movedef for unknow movedef found in Unitdefs. 18 utils_op.MoveDef_TryGen: automatically generate movedef for unknow movedef found in Unitdefs.
19 \n 19 \n
20 \n 20 \n
21 [b]LuaRules/Configs/tactical_ai_defs.lua[/b]: load tactical_ai_defs from ud.customParams 21 [b]LuaRules/Configs/tactical_ai_defs.lua[/b]: load tactical_ai_defs from ud.customParams
22 \n 22 \n
23 [b]LuaRules/Configs/drone_defs.lua[/b]: load carrierDefs from ud.customParams 23 [b]LuaRules/Configs/drone_defs.lua[/b]: load carrierDefs from ud.customParams
24 \n 24 \n
25 [b]LuaRules/Configs/oneclick_weapon_defs.lua[/b]: load oneClickWepDefs from ud.customParams 25 [b]LuaRules/Configs/oneclick_weapon_defs.lua[/b]: load oneClickWepDefs from ud.customParams
26 \n 26 \n
27 [b]LuaRules/Utilities/unitDefReplacements.lua[/b]: use ud.customParams.custom_tooltip_simple as units tip, allow UnitRulesParam in it 27 [b]LuaRules/Utilities/unitDefReplacements.lua[/b]: use ud.customParams.custom_tooltip_simple as units tip, allow UnitRulesParam in it
28 \n 28 \n
29 [b]LuaRules/Gadgets/unit_piece_info.lua[/b]: load units' pieces' info dynamically. 29 [b]LuaRules/Gadgets/unit_piece_info.lua[/b]: load units' pieces' info dynamically.
30 \n 30 \n
31 [b]LuaRules/Gadgets/cmd_command.lua[/b]: a easy way to debug. 31 [b]LuaRules/Gadgets/cmd_command.lua[/b]: a easy way to debug.
32 \n 32 \n
33 [b]LuaRules/Gadgets/unit_weapon_charging_salvo.lua[/b]: a salvo system that can shot when it has ammo (charge). 33 [b]LuaRules/Gadgets/unit_weapon_charging_salvo.lua[/b]: a salvo system that can shot when it has ammo (charge).
34 \n 34 \n
35 [b]LuaUI/Widgets/gui_chili_cheats.lua[/b]: put uds that ud.customParams.is_debug_unit into tab debug 35 [b]LuaUI/Widgets/gui_chili_cheats.lua[/b]: put uds that ud.customParams.is_debug_unit into tab debug
36 \n 36 \n
37 [b]ud.customParams.def_scale[/b]: a easy way to scale unitdefs 37 [b]ud.customParams.def_scale[/b]: a easy way to scale unitdefs
38 \n 38 \n
39 [b]scripts/script_weapon_charging_salvo.lua[/b]: charging salvo for unit script 39 [b]scripts/script_weapon_charging_salvo.lua[/b]: charging salvo for unit script
40 \n 40 \n
41 [b]scripts/inertial_piece.lua[/b]: inertial piece that dont rotate together with unit itself (e.g. body) 41 [b]scripts/inertial_piece.lua[/b]: inertial piece that dont rotate together with unit itself (e.g. body)
42 \n 42 \n
43 \n 43 \n
44 TODO: 44 TODO:
45 \n 45 \n
46 [b]unit_attributes_generic.lua[/b]: load attribute handler from files. 46 [b]unit_attributes_generic.lua[/b]: load attribute handler from files.
47 \n 47 \n
48 [b]LuaRules/Utilities/unitDefReplacements.lua[/b]: allow code. 48 [b]LuaRules/Utilities/unitDefReplacements.lua[/b]: allow code.
49 \n 49 \n
50 [b]LuaUI/cawidgets.lua[/b]: allow different ConfigData for different mods. 50 [b]LuaUI/cawidgets.lua[/b]: allow different ConfigData for different mods.
51 \n 51 \n
52 [b]LuaRules/Gadgets/unit_piece_apply.lua[/b]: Use pieces of one unit to another, dynamically and pretty (facing engine problem.) 52 [b]LuaRules/Gadgets/unit_piece_apply.lua[/b]: Use pieces of one unit to another, dynamically and pretty (facing engine problem.)
53 \n 53 \n
54 [b]LuaRules/Gadgets/unit_carrier_drones.lua[/b]: Use Spring.UnitAttach
54 \n 55 \n
56 [b]LuaRules/Gadgets/unit_start_state.lua[/b]: ud.customParams.has_start_state.
57 \n
55 Feel free to add things 58 Feel free to add things
59 \n
60 \n