you can experiment game scripts, it’s basic lua and you have all the functions prototypes in a .txt file in docs/.
Current TA3D version needs a main function in game script. This function is called every tick but global code is executed at loading time, so you can initialize things. If you need examples, run a campaign mission, leave the game and read the __campaign_script.lua file created in [archive_resource_folder]/scripts/, it’s a lua version of mission commands.
As far as TA3D 1.0 is concerned, we’re almost there regarding the engine, but the main requirement for 1.0 is a free set of resources in order to get a standalone and completely free game.
If you want you can help us with that, it’s all about creating HD versions of TA textures/units/weapons/…
anyway thanks for posting
原帖见http://ta3d.darkstars.co.uk/forums/viewtopic.php?t=914
大概翻译下
去试试现有的脚本吧,它是很简单的luo,可用API在源码里面的doc文档中,看名字就找到了
当前的ta3d脚本需要一个主函数,它会在战场初始化时执行,可以在里面初始化自己要用的一些外部东西,安装目录/scripts/ 里面有个示例: __campaign_script.lua 可供参考
为了ta3d 1.00的到来,程序和引擎还需要很多很多更改,不过最基本的,1.0是完完全全公开和免费使用的.
在当前想要为ta3d 1.00更快道来做点什么的话,那就只有一个了, 更高质量的武器效果模型
TA的textures/units/weapons/
well,ta3d里面自带了一个可视化的模型编辑器,20MB多,不过有一点点E文,可以去下载了试试。使用非常简单,只是高清晰的模型需要耐心,有耐心的筒子们,你们有活干了!