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Spawner & 'Force' Setting [Solved]

Posted: Thu Mar 24, 2016 2:57 am
by TheSAguy
Hi,

I'd like to add a spawner to the game that will produce biters that attack both the player and vanilla biters.

Is this the best/correct way to implement a new force? Control.lua:

Code: Select all

require("defines")
--
---------------------------------------------				 
function Load_Me()

	game.create_force('vampire')
	game.forces['vampire'].set_cease_fire('enemy', false)
	game.forces['vampire'].set_cease_fire('player', false)

end

---------------------------------------------
script.on_init(Load_Me)
script.on_configuration_changed(Load_Me)
---------------------------------------------


Should there be a test to see if the force already exists?

Thanks.

Re: Spawner & 'Force' Setting

Posted: Fri Apr 01, 2016 2:48 pm
by TheSAguy
Initial post update

Re: Spawner & 'Force' Setting

Posted: Fri Apr 01, 2016 2:56 pm
by Klonan
You don't need a check if you only do the on_configuration changed if the mod didn't exist before,
But a check if fairly easy,

Code: Select all

if game.forces['vampire'] == nil then create_force etc
Also you should need to set the cease fire, as the way you set it is the default already

Re: Spawner & 'Force' Setting

Posted: Fri Apr 01, 2016 5:01 pm
by orzelek
Klonan wrote:You don't need a check if you only do the on_configuration changed if the mod didn't exist before,
But a check if fairly easy,

Code: Select all

if game.forces['vampire'] == nil then create_force etc
Also you should need to set the cease fire, as the way you set it is the default already
Do you mean that he should not need to set the cease fire? Your last sentence is kind of confusing.

Re: Spawner & 'Force' Setting

Posted: Fri Apr 01, 2016 5:18 pm
by TheSAguy
orzelek wrote:
Klonan wrote:You don't need a check if you only do the on_configuration changed if the mod didn't exist before,
But a check if fairly easy,

Code: Select all

if game.forces['vampire'] == nil then create_force etc
Also you should need to set the cease fire, as the way you set it is the default already
Do you mean that he should not need to set the cease fire? Your last sentence is kind of confusing.
That's how I understood it "not", since by default different forces oppose each other.

Re: Spawner & 'Force' Setting

Posted: Fri Apr 01, 2016 5:29 pm
by orzelek
TheSAguy wrote:
orzelek wrote:
Klonan wrote:You don't need a check if you only do the on_configuration changed if the mod didn't exist before,
But a check if fairly easy,

Code: Select all

if game.forces['vampire'] == nil then create_force etc
Also you should need to set the cease fire, as the way you set it is the default already
Do you mean that he should not need to set the cease fire? Your last sentence is kind of confusing.
That's how I understood it "not", since by default different forces oppose each other.
If they are not case fire by default then not is wrong and sentence would need to be changed. I understood from that one that default is case fire.