Map for Modding, help in setting it up

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DraLUSAD
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Map for Modding, help in setting it up

Post by DraLUSAD »

Ok, i feel as this topic could be in the wrong place, but, because its a modding help/request, i feel it should be here.

right, i'm working on my first MP-Cooperative map and a big idea struck, though i still have yet to learn major modding, so I felt I could ask for some help... ehem

the map is called "playground-MP", where two players work on there own field while defending against biters and spitters, and this is what i had planned and need help of

1. I want to place down a Market place, however, as I'm aware of, I need an LUA Script to tell said market to display the item, and sell price
2. with the market able to sell, and the files I need, I can easily modify them when needed, such as, new sell-able items, and price changed
3. I want to make Biters and Spitters, upon death, drop "Coins", so collecting them and able to spend them via market
4. coin drops from hostile should be random, I.E. random drop rates from say, 5 coins to 50 coins, (and depending on hostile) so killing a small biter, could yield say, 37 coins, and then a 2nd biter 9 coins, ect

Cutting the long story short, could someone help code my custom scenario with a fully working market that sells things, and biters/spitters to dropping coins, thanks
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rk84
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Re: Map for Modding, help in setting it up

Post by rk84 »

If you have scenario-pack, you could check how they add market to map in tight-spot campaign.

In short:
1. Creating in editor: When you add market to map, you should tag it (hover cursor over market, hit T and type tag name for entity)
2. Finding in game: Now in control script you should be able to find market by using

Code: Select all

market = game.getentitybytag(market_name)
3. Editing market:

Code: Select all

market.addmarketitem({ price={{"coin", item_price}}, offer={type="give-item", item=item_name}})
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