Search found 111 matches

by kumpu
Wed Jul 19, 2017 10:26 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54031

Re: [MOD 0.15] Helicopters

As suggested by kyoshiharu (mod portal), this version includes a remote control equipment item that lets you control your helicopters. Once you place it in your armor grid, a button will appear in the left top corner where you can access the remote gui. It's not yet finished but I'd like some feedba...
by kumpu
Mon Jul 17, 2017 5:33 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43543

Re: Simple property requests (something that exists but has no way to read/write it)

Since most of the posts are no longer "read/write access to things that already exist" but new mechanics/properties that require new backing C++ logic I'm going to un-sticky this post and call it good for now. I think it's often difficult to judge wether something requires new logic behin...
by kumpu
Sun Jul 16, 2017 3:30 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54031

Re: [MOD 0.15] Helicopters

cpy wrote:Is it multiplayer safe?
Didn't test it personally, but I saw a video of some guys using it on a server with no problems. So I'd say yes.
by kumpu
Sat Jul 15, 2017 9:42 pm
Forum: Implemented mod requests
Topic: Add listbox gui element
Replies: 3
Views: 1323

Re: Add listbox gui element

Oh that's kinda neat. You should make it generic and get it included into stdlib!
by kumpu
Sat Jul 15, 2017 5:33 pm
Forum: Implemented mod requests
Topic: Add listbox gui element
Replies: 3
Views: 1323

Re: Add listbox gui element

If anyone is interested, I was able to achieve the desired result by abusing buttons.
I still think this should be added.
by kumpu
Sat Jul 15, 2017 3:23 pm
Forum: Implemented mod requests
Topic: Add listbox gui element
Replies: 3
Views: 1323

Add listbox gui element

This already exists in the game but can't be used in mods, which is a shame. Please add it, nothing more to say here :D
by kumpu
Wed Jul 12, 2017 3:16 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54031

Re: [MOD 0.15] Helicopters

The key bindings are set to non-consume, which means they shouldn't block anything. But since we don't live in a perfect world were everything works as expected, its still possible they're causing this behaviour. Let me know what you find out! Also, maybe try a new map without the mod in the first p...
by kumpu
Sun Jul 09, 2017 4:39 pm
Forum: Won't implement
Topic: GUI events
Replies: 4
Views: 1663

Re: GUI events

I see, so no event then. That's alright but the reason I brought this up is because I want to be able to control the camera gui elem by using the mouse. Just like the vanilla map view... So could you perhaps build that into the camera?
And what about the rest of the stuff I proposed?
by kumpu
Fri Jul 07, 2017 7:45 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54031

Re: [MOD 0.15] Helicopters

Supercheese wrote:Get to da choppah!

Nice mod, some intense coding shenanigans to get things to animate the way you want to!
Thanks and yeah, I had to get pretty creative in abusing entities...
by kumpu
Thu Jul 06, 2017 4:01 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54031

[MOD 0.16] Helicopters

heli_big.png I don't think I need to explain this mod. It adds freaking helicopters to the game! Name: Helicopters Description: Adds a fully animated attack helicopter to the game. Ideal for getting from A to B quickly, exploring the map, building islands and nuking biters from the sky. License: MI...
by kumpu
Thu Jul 06, 2017 1:07 am
Forum: Won't implement
Topic: GUI events
Replies: 4
Views: 1663

GUI events

Just a few suggestions to make the gui more powerful: Extend on_gui_click by a position parameter, x and y relative to the clicked element. Not very useful for buttons etc, but for cameras there certainly are use cases. Add on_gui_mouse_down, on_gui_mouse_up. Contains the same as on_gui_click + posi...
by kumpu
Thu Jul 06, 2017 12:55 am
Forum: Implemented mod requests
Topic: Add option for GUI camera to show map view instead
Replies: 3
Views: 1455

Re: Add option for GUI camera to show map view instead

+1. That would be very useful.
by kumpu
Mon Jul 03, 2017 9:22 am
Forum: Resolved Problems and Bugs
Topic: [0.15.26] Crashed Modded
Replies: 4
Views: 2984

Re: [0.15.26] Crashed Modded

No idea dude. Is it reproduceible?
by kumpu
Sat Jul 01, 2017 5:43 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43543

Re: Simple property requests (something that exists but has no way to read/write it)

LuaGuiElement.sprite [RW], for sprite type (currently its only for sprite-button). Also, what about generic LuaStyle.hovered_color, LuaStyle.border_color, LuaStyle.border_size (That way you would not have to resort to sprite workarounds to give an element a nice orange "selected" border.) ...
by kumpu
Sat Jun 24, 2017 4:42 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43543

Re: Simple property requests (something that exists but has no way to read/write it)

LuaEntity.collision_box - r/w access at runtime please. Especially write. Alternatively something like LuaEntity.enableCollision :: boolean [RW] ;) Read I can do. Write is not happening as that's a very delicate system that you can't just change them runtime and have the game keep working correctly...
by kumpu
Sat Jun 24, 2017 4:20 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43543

Re: Simple property requests (something that exists but has no way to read/write it)

LuaEntity.collision_box - r/w access at runtime please. Especially write. Alternatively something like LuaEntity.enableCollision :: boolean [RW] ;)
by kumpu
Sun Jun 18, 2017 5:28 pm
Forum: Resolved Problems and Bugs
Topic: Bug when trying to set burner.currently_burning
Replies: 9
Views: 3960

Re: Bug when trying to set burner.currently_burning

Rseding91 wrote:A small thing: "fuelItemStack.prototype.name" can just be "fuelItemStack.name"
Right, thanks 8-)
by kumpu
Sun Jun 18, 2017 4:53 pm
Forum: Resolved Problems and Bugs
Topic: Bug when trying to set burner.currently_burning
Replies: 9
Views: 3960

Re: Bug when trying to set burner.currently_burning

It automatically handles reducing remaining energy if it's above the amount coal can handle. If it's at 0, then it still stays at 0 after setting it. I see. So instead of a nice convenient consume() function I have to use smth like this self.baseEnt.burner.remaining_burning_fuel = self.baseEnt.burn...
by kumpu
Sun Jun 18, 2017 4:11 pm
Forum: Resolved Problems and Bugs
Topic: Bug when trying to set burner.currently_burning
Replies: 9
Views: 3960

Re: Bug when trying to set burner.currently_burning

May I suggest that you add a LuaBurner::consume(energy) function? My use case is that I have a car entity (it's a helicopter mod) that should consume power at all times when the rotor is spinning, not only when you press WASD. A function that would handle the consumption automatically, uses availabl...

Go to advanced search