fortune faded13 Posted May 7, 2006 Share Posted May 7, 2006 this sounds very good. i have almost no knowledge of LUA or anything of that sort, but im gonna look into it later this weekend when i have time. way to go mike! Link to comment Share on other sites More sharing options...
GhOsT-Jedi Posted May 16, 2006 Share Posted May 16, 2006 If I read through all you posted, I could learn somthing, but my god you guys know your stuff, Keep up the good work Link to comment Share on other sites More sharing options...
Slocket Posted May 16, 2006 Share Posted May 16, 2006 Using Mike's new cool LUA Tools I was able to make a first Enhanced_AI_RAID LUA Module! I wanted more of a challenging RAID ability for the Rebels. Now for the first iteration the AI will use up to 6 units plus the normal heros and commandos, and have a faster retreat time. Hit and Run tactics really is almost human like and to be feared! Later you can change what the AI considers for target priority and task force mix. It really does allow you change the AI behavior to be smarter! I am (have to) re-install EAW and making sure it is fully functional under patch 1.4. Once released, modders should try out the LUA scripting to make changes to the AI behaviour for the better after seeing what a HUGE difference it can make. Link to comment Share on other sites More sharing options...
Slocket Posted May 17, 2006 Share Posted May 17, 2006 Just to let you know, the patch 1.4 gives you the decompiled source LUA to use! I am testing it to see if the game likes it if it is modified. Link to comment Share on other sites More sharing options...
squeegee Posted May 17, 2006 Share Posted May 17, 2006 Wow. I will re-decode the meg's and check it out. Thanks for the heads up! Link to comment Share on other sites More sharing options...
Slocket Posted May 18, 2006 Share Posted May 18, 2006 The modified Lua will work in game. You can also add extra lines to it like C language. I was 'copy paste' command blocks to add extra stuff IE a Huge Rebel Invasion Fleet when it decides to "Crush.lua"...and it is awesome. The RIAD_AI_BOOST works fine and is ready to go. I tesed it. Now fear a Rebel raid for sure! lol Link to comment Share on other sites More sharing options...
squeegee Posted May 18, 2006 Share Posted May 18, 2006 Just to let you know, the patch 1.4 gives you the decompiled source LUA to use! I am testing it to see if the game likes it if it is modified. Really? Where? After I moved out the decompiled sources I created from luadec, and re-extracted the new meg files, the LUA files are still in the same luap format as before. Where did you find the source for them from 1.4? Link to comment Share on other sites More sharing options...
Mike.nl Posted May 18, 2006 Author Share Posted May 18, 2006 I'm not sure if Slocket was correct by saying patch 1.4. It could be from the map editor as well. Anyway, look in GameData\Mods\Source\Data\Scripts. Link to comment Share on other sites More sharing options...
squeegee Posted May 18, 2006 Share Posted May 18, 2006 I'm not sure if Slocket was correct by saying patch 1.4. It could be from the map editor as well. Anyway, look in GameData\Mods\Source\Data\Scripts. That directory structure doesn't exist with just the 1.4 update (specifically GameData/Mods), so it must be the map editor, which I haven't got around to yet. I'll go grab that next. Thanks for the clarification Mike! Link to comment Share on other sites More sharing options...
Admiral Sith Posted May 19, 2006 Share Posted May 19, 2006 Map Editor = Mod Tools. Including a exporter for ALO format Link to comment Share on other sites More sharing options...
squeegee Posted May 19, 2006 Share Posted May 19, 2006 Map Editor = Mod Tools. Including a exporter for ALO format Yeah, I knew that, I had let eaw dl and install the 1.4 update itself, so I didn't get the editor. I have it now, and all the scripts are in source form. So much for needing a decompiler. I am still working on it, but work has been getting in the way (if only I worked for google...:-). With mike's lup converter and the source, we should have everything needed to make changes to the ai now. Link to comment Share on other sites More sharing options...
Michael Plant Posted May 20, 2006 Share Posted May 20, 2006 We don't need a converter, I tried replacing the lua files in gamedata\data\scripts folder with the ones that came with the map editor, and the game still worked. Link to comment Share on other sites More sharing options...
Slocket Posted November 9, 2006 Share Posted November 9, 2006 I am trying to decompile the new Forces of Corruption LUA with Mike's tools. Been awhile and his site for instructions is gone. I think it is the same as EAW. Now where did I place his LuaDec 0.6 program. Any else have a copy? EDIT: Found the files, just have to look at the URL home. The download section was moved. http://alpha1.dyndns.info/eaw/LuaFiles I was able to decompile into some kind of assember code... Link to comment Share on other sites More sharing options...
Kelathin Posted November 12, 2006 Share Posted November 12, 2006 likely pg smartened up Link to comment Share on other sites More sharing options...
CLONECOMMANDER501 Posted May 7, 2007 Share Posted May 7, 2007 have any new tools, mike? Link to comment Share on other sites More sharing options...
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