# Euflorium: The Eufloria Community

## Eufloria => Eufloria Classic => Eufloria Classic Mods => Topic started by: w4tc on January 07, 2010, 03:53:33 AM

Title: A question about Asteroid rings
Post by: w4tc on January 07, 2010, 03:53:33 AM
This night I was trying to make a lvl :D

but I want every enemy or AI on an asteroid
can someone explain me how?

Quote
--[[    -- Asteroid ring one:
Contains asteroid 0-9    ]]--
AddAsteroidRing(5, -4200, 1200, 100, 25000)

-- Asteroid 0: This one given to the player and has 50 seedlings
a = GetAsteroid(1)
a.Owner = 1
a:AddTrees(90,10)
a:AddSuperSeedlings(300)
a.Moveable = true

-- Asteroid ring two: asteroid 10-19
AddAsteroidRing(2, 4200, -1200, 100, 2500)

-- Asteroid ring three: asteroid 10-19
AddAsteroidRing(2, 8200, -1200, 100, 2500)
Title: Re: A question about Asteroid rings
Post by: Alex on January 07, 2010, 07:32:23 PM
something like (i haven't tested this or written lua in ages so please fix as appropriate)

Code: [Select]
`   --[[    -- Asteroid ring one:   Contains asteroid 0-4    ]]--   AddAsteroidRing(5, -4200, 1200, 100, 25000)     -- Asteroid ring two: asteroid 5-6      AddAsteroidRing(2, 4200, -1200, 100, 2500)      -- Asteroid ring three: asteroid 7-8      AddAsteroidRing(2, 8200, -1200, 100, 2500)    for i=1,8,1 do -- where 8 is the number of asteroid you created, and asteroid 0 is the player's      faction = math.random(10) -- get a random fatcion - 10 is just an example, use however many factions you put in the setup      if faction == 1 then faction = 0 end --don't include the player      a = GetAsteroid(i)      a.Owner = faction      a:AddTrees(1,1)      a:AddSeedlings(300)   end   -- Asteroid 0: This one given to the player and has 50 seedlings   a = GetAsteroid(0)   a.Owner = 1   a:AddTrees(1,1)   a:AddSuperSeedlings(300)   a.Moveable = true   `
Title: Re: A question about Asteroid rings
Post by: w4tc on January 08, 2010, 08:37:11 AM
Whaha, that's no problem

Hmmm
Sometimes he does it, but then he do not

So i have make screenshot of it : http://i100.photobucket.com/albums/m16/Warp_ie/kopie39vanKopievanB.jpg

1 in 3
1° is my script
2° what it should be. I was lucky
3° So i start the lvl new and i was not good xD

Edit : edit the link on 18/06/2010 17:22h
Title: Re: A question about Asteroid rings
Post by: Alex on January 08, 2010, 10:45:50 PM
Post up the full script and I may have time to take a look :)
Title: Re: A question about Asteroid rings
Post by: w4tc on January 08, 2010, 11:22:09 PM
Thx Alex

Here is the script, and take your time :)
I set it  : for i=1,8,0 do , the player on 0 becaus I don't like the Gray xD

And ready and GO :
Quote
function LevelSetup()

SetBackdropColour(5,0,0)

Globals.G.EnemyFactionsMin=2
Globals.G.EnemyFactionsMax=2
Globals.G.MinAsteroidSeparation=100
Globals.G.MaxAsteroidNeighbourDist=10000
Globals.G.GreysProbability=0
Globals.G.StartingSeedlings=40

Globals.Asteroids.MaxTrees=5
Globals.Asteroids.MinRadius=110
Globals.Asteroids.MaxRadius=620
Globals.Asteroids.SizeFromEnergy=170
Globals.Asteroids.SizeFromStrength=170
Globals.Asteroids.SizeFromSpeed=170
Globals.Asteroids.RadiusPowerRule=1.2
Globals.Asteroids.MinSendDistance=3000
Globals.Asteroids.MaxSendDistance=6000
Globals.Asteroids.SendPowerRule=2.0

Globals.Ai.GraceTimer=5

Globals.Agents.MinDamage=40

Globals.Missiles.DamageMin=40

--[[    -- Asteroid ring one:
Contains asteroid 0-4    ]]--
AddAsteroidRing(5, -4200, 1200, 100, 25000)

-- Asteroid ring two: asteroid 5-6
AddAsteroidRing(2, 4200, -1200, 100, 2500)

-- Asteroid ring three: asteroid 7-8
AddAsteroidRing(2, 8200, -1200, 100, 2500)

for i=1,8,0 do                         -- where 8 is the number of asteroid you created, and asteroid 0 is the player's
faction = math.random(3)                -- get a random fatcion - 10 is just an example, use however many factions you put in the setup
if faction == 1 then faction = 0 end       -- don't include the player
a = GetAsteroid(i)
a.Owner = faction

end

SetCameraPositionToAsteroidID(20)
SetCameraZoomNow(30000)

end

function LevelLogic()

Pause()
MessageBox("kollo")
WaitDialog()
Unpause()

while GameRunning() do

coroutine.yield()
end

end

if win == 1 then
Pause()
MessageBox("You Have Conquered Your Nemesis.")
WaitDialog()
Unpause()
Quit(true)
end