Call to Arms

Call to Arms

Call to Arms - Workshop
The place to find custom maps, missions and mods for Call to Arms! Do you want to contribute? Check out the installation folder of your game and browse the mods subfolder for tools and documentations.
Lord-Knight Fandragon 1 2022 年 12 月 16 日 上午 5:50
A survival-esque mod.....
....so, what with all these survival/looter games ive been seeing coming out lately(Marauders, EFT, and a few others), its left me wanting a game similar to them, but PVE. I have no desire to PVP. That got me thinkin', how could I take CTA and possibly Conquest mode and turn it into a survival/persistent world game mode? However, im left with a few questions.

1-Is there a crate we can put things in? I see several crates, none that we can examine and open to an inventory

2-If I was to simply make my own game mode, how would I go about adding Conquest's Persistent game world settings, so that our progress is saved?

3-How would I save inventories so that, in conquest, when you resupply, it wouldnt simply over write what you have and give you your unit's base items back?

4-How could I add random loot to a loot box, so that each time on a map isnt 100% the same?

5-How could I make something like a supply truck, a single use thing, then it disappears once spent? In conquest, everything stays, even used airstrikes......it simply resupplies it all.

Im left with quite a few questions and this isnt even all of them. The idea sounds good in my head, but the more I think about it, the harder it sounds.
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Delta6NKVD 2022 年 12 月 24 日 上午 1:18 
I really hope you figure this out - sounds awesome.

I especially like the idea of the supply truck.
Lord-Knight Fandragon 1 2022 年 12 月 24 日 下午 12:31 
引用自 Delta6NKVD
I really hope you figure this out - sounds awesome.

I especially like the idea of the supply truck.

I have no idea where to even begin, or how the scripting for it would work.
MrThirtyOddSix 9 2022 年 12 月 25 日 上午 9:30 
I've been asking developers for long time to improve their Lua scripting integration. If they would actually care to hook up proper programming scaffold, all of what you have asked would be possible.

1 and 4 )Map syntax is quite limited in terms of dynamic interactions. You can only spawn or delete things. So you can create variations of same box, say ten variations and spawn one at a time. So it would be possible at least to have some way to get random inventory.

5) Yes, it is possible to remove "supply truck" from map, though you would need to figure out exact mechanism. And then deal with odd cases such as how to remove player units from such truck before deleting it, or player using it as stash.

2) It is technically possible to use Lua to save game data. The only problem is there is virtually no way to obtain information about state of map in Lua. A conundrum of sorts. However, you can build settings into a map that player can choose before starting it (see Neverending Maps for example)
MrThirtyOddSix 9 2022 年 12 月 25 日 上午 9:31 
To expand for 1.

Quite a few crates available. See Cheat Menu ammo crate or small ammo box in Inventory Upgrade mods.
Lord-Knight Fandragon 1 2022 年 12 月 25 日 上午 11:03 
引用自 MrThirtyOddSix
I've been asking developers for long time to improve their Lua scripting integration. If they would actually care to hook up proper programming scaffold, all of what you have asked would be possible.

1 and 4 )Map syntax is quite limited in terms of dynamic interactions. You can only spawn or delete things. So you can create variations of same box, say ten variations and spawn one at a time. So it would be possible at least to have some way to get random inventory.

5) Yes, it is possible to remove "supply truck" from map, though you would need to figure out exact mechanism. And then deal with odd cases such as how to remove player units from such truck before deleting it, or player using it as stash.

2) It is technically possible to use Lua to save game data. The only problem is there is virtually no way to obtain information about state of map in Lua. A conundrum of sorts. However, you can build settings into a map that player can choose before starting it (see Neverending Maps for example)

How would the scripting work?

As for removing the supply truck, itd be something that would remove it in the conquest unit menu after a match. Kinda like how I honestly thought the airstrike was....you used it and it went away, you had to buy a new one....not like how it is where it simply resupplies itself, so you basically wind up with near endless air strikes after a long conquest.
MrThirtyOddSix 9 2022 年 12 月 26 日 上午 6:45 
How would the scripting work?

As for removing the supply truck, itd be something that would remove it in the conquest unit menu after a match. Kinda like how I honestly thought the airstrike was....you used it and it went away, you had to buy a new one....not like how it is where it simply resupplies itself, so you basically wind up with near endless air strikes after a long conquest.

See Lua files for conquest. Simple logic there to pick and spawn particular unit after interval. There is no way to use those scripts with normal maps though.

As for removing vehicles, you can script that on map level by deletion of specific tag.
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