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Modding questions [Solved]

Posted: Tue May 31, 2011 1:36 am
by CalvaryCptMike
Okay first:
Does anyone have the piece of code for auto turret detection via Lua? I used the search function and couldn't really find it. I'm talking about the Lua code that detects when you drop an auto turret ( or powerup ) and then the Lua does something.

Second:
Will loading TONS of units into memory make the game less stable? For instance, if I loaded up like, all the units of all the sides but only used 6 units split between two sides would that slow/crash the game? :?

Third: Just out of curiosity, is chewbacca's bag/purse thing he wears an extra bone in his skeleton? Or is it cloth/tentacle, I looked for those and didn't see so I'm assuming it's an animated bone.

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 1:40 am
by sim-al2
CalvaryCptMike wrote: Second:
Will loading TONS of units into memory make the game less stable? For instance, if I loaded up like, all the units of all the sides but only used 6 units split between two sides would that slow/crash the game? :?
Well it might cause problems depending on the complexity of the units but those of similar complexity to the stock probably won't. This begs the question though, why would you do that though? Only loading the units you will use is much more efficient.

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 1:43 am
by CalvaryCptMike
sim-al2 wrote:
CalvaryCptMike wrote: Second:
Will loading TONS of units into memory make the game less stable? For instance, if I loaded up like, all the units of all the sides but only used 6 units split between two sides would that slow/crash the game? :?
Well it might cause problems depending on the complexity of the units but those of similar complexity to the stock probably won't. This begs the question though, why would you do that though? Only loading the units you will use is much more efficient.
Okay wait, how would the complexity of the unit matter and what does that even mean? The reason is I had an idea and had no real way of testing it, I guess I could just do it and see if it crashes but since my computer is so fast I wouldn't know if it made it laggy or not etc... I was hoping someone just knew off the top of their head. :roll:

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 1:52 am
by sim-al2
Ok then...

I meant that loading for example 18 classes with HD textures and weapons (a bit extreme but just for example) could cause memory overruns if you map was already complex, but it's probably unlikely for that to occur. I'm just curious to your idea as it seems wasteful to be loading data (unit textures and whatnot) if your not using it, but from your reply I guess you have another idea in mind...

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 1:57 am
by CalvaryCptMike
sim-al2 wrote:could cause memory overruns
Ok so is it safe to say we're not sure? :?
Btw thx for the quick replies.

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 2:15 am
by THEWULFMAN
CalvaryCptMike wrote:Okay first:
Does anyone have the piece of code for auto turret detection via Lua? I used the search function and couldn't really find it. I'm talking about the Lua code that detects when you drop an auto turret ( or powerup ) and then the Lua does something.

Second:
Will loading TONS of units into memory make the game less stable? For instance, if I loaded up like, all the units of all the sides but only used 6 units split between two sides would that slow/crash the game? :?

Third: Just out of curiosity, is chewbacca's bag/purse thing he wears an extra bone in his skeleton? Or is it cloth/tentacle, I looked for those and didn't see so I'm assuming it's an animated bone.
1ST
OnCharacterDispenseControllableTeam

2ND
Why do that in the first place?

3RD
Its a tentacle like aayla's lekku and the wookie dreads.

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 2:23 am
by CalvaryCptMike
THEWULFMAN wrote: 1ST
OnCharacterDispenseControllableTeam

2ND
Why do that in the first place?

3RD
Its a tentacle like aayla's lekku and the wookie dreads.
1st ? that isn't much to go by but ok. :?
2nd, plzzzz just answer the question :runaway:
3rd, *looks at ODF, DUHHH must have missed when I looked earlier. :faint:
thx wulf.

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 2:35 am
by sim-al2
CalvaryCptMike wrote:
sim-al2 wrote:could cause memory overruns
Ok so is it safe to say we're not sure?
CalvaryCptMike wrote: 2nd, plzzzz just answer the question
:? Why not just try it? It probably will be fine if you don't go nuts or happen to have one of those Genosis uber maps new modders seem to love, but don't hold me to it.

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 3:32 am
by THEWULFMAN
CalvaryCptMike wrote:
THEWULFMAN wrote: 1ST
OnCharacterDispenseControllableTeam

2ND
Why do that in the first place?
1st ? that isn't much to go by but ok. :?
2nd, plzzzz just answer the question :runaway:
1st: You didnt ask for a script chunk doing something, you asked what the code was. If you had asked what you needed it to be used for, I would have tried to make the script chunk

2nd, If you wont answer me I cant help you. There is NO reason to ever load more than you need, especially, jedi/sith(units that have a melee weapon). You should NEVER load more than you need, so I ask again, why do it in the first place.

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 4:09 pm
by CalvaryCptMike
1st, oh sorry if I wasn't clear enough, I was asking for the code chunk. :oops:
2nd, well, I didn't try it for myself because I thought maybe a veteran modder just knew that the exe said something about that how too many would crash it, slow it etc... Thx though, it seems like it's not a good idea.

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 5:12 pm
by Fiodis
THEWULFMAN wrote:OnCharacterDispenseControllableTeam
I don't know about that, but OnCharacterDispenseControllable(player, controllable) is what you have in the stock documentation, and it always worked for me.
CalvaryCptMike wrote:I used the search function and couldn't really find it.
Had you checked the documentation first? You should always do that.

Re: Modding questions ( Plenty of them )

Posted: Tue May 31, 2011 6:33 pm
by CalvaryCptMike
:eek: haha, didn't think to look in the docs, that was silly. Thanks guys! You've answered my questions for now! :mrgreen: