Shirsh Posted April 24, 2017 Share Posted April 24, 2017 Hey guys, Ithink I'm trying to do it every half of year or so but not persistent enough. There was a thing in a last early access build, when guards were using theire peripheral vision on patrol and were better in detecting targets and it was quite interseting. Did anyone thought about modding it back? I just can't even understand where code for things like that. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted April 24, 2017 Share Posted April 24, 2017 The function you're looking for is sim:moveUnit. Plugging in unit:getBrain():getSenses():checkPeripheralVision() should do the trick. Alternatively you could use TRG_UNIT_WARP_PRE. Link to comment Share on other sites More sharing options...
Shirsh Posted April 24, 2017 Author Share Posted April 24, 2017 ummmm, should I try to understand your magical Sim Constructor device to uhhh? I tried to search for sim:moveUnit through all scripts by Notepad++ only to feel dumb >_< Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted April 24, 2017 Share Posted April 24, 2017 The function is defined as simengine:moveUnit in engine.lua. You could create a dummy object and add TRG_UNIT_WARP_PRE to it. You'd need a function that is called upon sim creation. mainframe.init is probably the simplest option. local triggerObject = { onTrigger = function( self, sim, evType, evData ) if evType == simdefs.TRG_UNIT_WARP_PRE and evData.unit:getBrain() then evData.unit:getBrain():getSenses():checkPeripheralVision() sim:processReactions(evData.unit) end end } local oldinit = mainframe.init mainframe.init = function( sim ) local obj = util.tcopy(triggerObject) sim:addTrigger(simdefs.TRG_UNIT_WARP_PRE,obj) return oldinit( sim ) end Link to comment Share on other sites More sharing options...
Shirsh Posted April 24, 2017 Author Share Posted April 24, 2017 Hmmm, now I should ask you what is dummy object actually, did we can add an objects, etc, I'm afraid that if I ask you that, I'll need to ask you about next one something, then next, then next. And is it possible to work as workshop mod or require to merge original files. What a frustrational topic. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted April 24, 2017 Share Posted April 24, 2017 The dummy object can be any table. Unlike sim events (which are passed to the boardrig and the relevant unitrig) triggers are passed to the object you pass to sim:addTrigger. I guess we can add new classes if that's what you're wondering. I don't know what you'd need it for that you can't accomplish with simunit. This is possible to do on a workshop mod. I use a similar dummy object for Advanced Guard Protocol (not the released version, a version that is in development) Link to comment Share on other sites More sharing options...
Shirsh Posted April 24, 2017 Author Share Posted April 24, 2017 46 minutes ago, Cyberboy2000 said: I guess we can add new classes if that's what you're wondering. I don't know what you'd need it for that you can't accomplish with simunit. You think I'm smarter than I am. I don't know terminogy. I have no idea how to use simunit or why, have no idea what you mean by classes, and I have no idea what object is, beside game objects, like idk, props or agents or whatever that probably not an objects but called whatever differently. Any table? Like lua table or like any wooden table on a level? >_< If second, idk, could it be in a new ability code? Link to comment Share on other sites More sharing options...
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