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[quote]So I installed the sample mod but it doesn't have any "Gadgets" folder. I'm assuming I copy the source code directory structure so I made \LuaRules\Gadgets under the mode name folder (LuaRules is at the same level as Units).[/quote]
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[quote]So I installed the sample mod but it doesn't have any "Gadgets" folder. I'm assuming I copy the source code directory structure so I made \LuaRules\Gadgets under the mode name folder (LuaRules is at the same level as Units).[/quote]
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2 |
Yes.
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Yes.
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[quote]If that's correct then I just need to create my lua file and stick it in there, right?[/quote]
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[quote]If that's correct then I just need to create my lua file and stick it in there, right?[/quote]
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Yes.
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Yes.
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[quote]How does the engine know when to call the method I will write?[/quote]
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[quote]How does the engine know when to call the method I will write?[/quote]
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Events. For starters look at other gadgets' code, specifically search for methods defined in `gadget:`. For example in `unit_cannot_damage_unit.lua` you can see the method is called `gadget:UnitPreDamaged` which is the event for when unit is damaged.
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Events. For starters look at other gadgets' code, specifically search for methods defined in `gadget:`. For example in `unit_cannot_damage_unit.lua` you can see the method is called `gadget:UnitPreDamaged` which is the event for when unit is damaged.
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[quote]Is there a mod 3example that creates widgets?[/quote]
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[quote]Is there a mod 3example that creates widgets?[/quote]
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11 |
I assume by "mod" you mean a client-side piece of code and by "widgets" you mean GUI panels (unfortunately, in the Spring engine world, "widget" is the term for "clientside mod" as originally they were meant for GUI panels, but have since evolved to do various other tasks, for example automating unit orders).
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I assume by "mod" you mean a client-side piece of code and by "widgets" you mean GUI panels (unfortunately, in the Spring engine world, "widget" is the term for "clientside mod" as originally they were meant for GUI panels, but have since evolved to do various other tasks, for example automating unit orders).
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13 |
I
don't
think
there
are
any
tutorial
examples
for
those
but
you
can
look
through
the
widgets
provided
in
the
game
repository.
Check
out
`LuaUI/Widgets`,
especially
the
ones
with
names
`gui_chili_*.
lua`
as
Chili
is
our
framework
for
working
with
GUI
panels.
These
are
also
event
based,
like
gadgets.
|
13 |
I
don't
think
there
are
any
tutorial
examples
for
those
but
you
can
look
through
the
widgets
provided
in
the
game
repository,
this
contains
almost
the
entire
default
ZK
GUI.
Check
out
`LuaUI/Widgets`,
especially
the
ones
with
names
`gui_chili_*.
lua`
as
Chili
is
our
framework
for
working
with
GUI
panels.
These
are
also
event
based,
like
gadgets.
|