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Mod Spawnbarriers: 2017-04-08 20:43:44


dabo1
Level 57
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I created a mod called Spawnbarriers. The mod changes the number of armies connected to the spawning regions. But sadly I haven't the access to the Unity client, and so I am not able to test or publish the mod. I think it should run, but I am not completely sure about that, so I am seeking a person who has time to test the Mod and publish the Mod later. You can get the Mod at https://github.com/dabo123148/WarlightMod.

dabo1
Mod Spawnbarriers: 2017-04-08 22:05:01


Deadman 
Level 64
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I found two bugs.
1. RandomizeWastelands() needs to be renamed to Spawnbarriers() in Spawnbarriers.lua
2. All usages of newArmies in Spawnbarriers.lua need to be changed to newArmiesCount

It still errors out at the moment and I haven't had a chance to look at the documentation.

Edited 4/8/2017 22:05:10
Mod Spawnbarriers: 2017-04-09 04:52:36


dabo1
Level 57
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It should be changed now
Mod Spawnbarriers: 2017-04-09 05:06:49


TBest 
Level 60
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I tried the mod, and got the following error

InvalidOperationException: Key territoryID does not exist for reading on TerritoryStanding
WarLight.Shared.Mods.ModProxies+<>c__DisplayClass8_0.<ModProxyRW>b__0 (System.String key)
WarLight.Shared.Mods.LuaScriptImpl+<>c__DisplayClass19_0.<LuaMetatable>b__0 (MoonSharp.Interpreter.ScriptExecutionContext _, MoonSharp.Interpreter.CallbackArguments key)
MoonSharp.Interpreter.CallbackFunction.Invoke (MoonSharp.Interpreter.ScriptExecutionContext executionContext, IList`1 args, Boolean isMethodCall)
MoonSharp.Interpreter.Execution.VM.Processor.Internal_ExecCall (Int32 argsCount, Int32 instructionPtr, MoonSharp.Interpreter.CallbackFunction handler, MoonSharp.Interpreter.CallbackFunction continuation, Boolean thisCall, System.String debugText, MoonSharp.Interpreter.DynValue unwindHandler)
MoonSharp.Interpreter.Execution.VM.Processor.ExecIndex (MoonSharp.Interpreter.Execution.VM.Instruction i, Int32 instructionPtr)
MoonSharp.Interpreter.Execution.VM.Processor.Processing_Loop (Int32 instructionPtr)
MoonSharp.Interpreter.Execution.VM.Processor.Coroutine_Resume (MoonSharp.Interpreter.DynValue[] args)

You basically have a nullpointerexception

Edited 4/9/2017 05:41:16
Mod Spawnbarriers: 2017-04-09 05:50:11


dabo1
Level 57
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I guess this bug should now be also fixed
Mod Spawnbarriers: 2017-04-09 06:02:56


TBest 
Level 60
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Using += is not allowed, so I changed it to territoryId = territoryId + 1;

for conn, _ in pairs(game.Map.Territories[territoryId].ConnectedTo) do


attempts to Index a nil value.
Mod Spawnbarriers: 2017-04-09 06:50:56


dabo1
Level 57
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If territory.ConnectedTo will work, and for placeholder, conn ... will also work, it should be fixed now

Edit: bug should be fixed in mods 0.03

Edited 4/11/2017 15:54:30
Mod Spawnbarriers: 2017-04-12 06:39:34


dabo1
Level 57
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every bug is fixed mod can now be used
Mod Spawnbarriers: 2017-04-13 21:16:05


ViralGoat 
Level 60
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Edited 4/14/2017 14:48:53
Mod Spawnbarriers: 2017-04-13 21:17:15


ViralGoat 
Level 60
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it's not completely clear what "Connected Started Region Armies" means so I wanted to test it.
Mod Spawnbarriers: 2017-04-14 05:57:38


dabo1
Level 57
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connected starting regions means the number of troops on the territorys next to the starting regions bug not on the starting regions just on the territorys next to the regions.
Mod Spawnbarriers: 2017-04-15 13:54:57


dabo1
Level 57
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New version of the Mod is out. You can now change the Effect Radius, in which the mod interacts. (1-3) territorys from the picks(don't know how they are called in auto distribute). Through performence issues the number is limit to 3. If you have any suggestions on how I can improve the mod, just give them me and I will try to improve the mod.

PS: I hope this update didn't broke any lobbys or running games.

Edited 4/15/2017 13:55:48
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