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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
Yes but I didn't know I could do that with all js the files. -
Conversion system
wowgetoffyourcellphone replied to Classic-Burger's topic in Game Development & Technical Discussion
Ope! didn't see that file yet. So, you pretty much already knew what I said in my other post. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
And to do this I must do the same thing I did with ConvertUnitAI.js ? - Today
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Conversion system
wowgetoffyourcellphone replied to Classic-Burger's topic in Game Development & Technical Discussion
A modding tip or trick: For js files like unit_actions.js, you could just have a file that amends the vanilla file so you don't have to maintain the entire original file. Just name it something like: unit_actions_conversion.js unit_actions_convsys.js unit_actions_amend.js unit_actions_{whatever you want here}.js The file would contain only the sections of code that you change/add. I believe this only works with JS files. @Itms @Stan` anything to add to my description? -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
https://gitlab.com/Classic_burger/conversionsys -
Thanks, this is very helpful. Will take a look
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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
I'm going to upload the files when I can, the whole mod to some repository. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Expecting an element Range, got nothing ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Invalid sequence in interleave ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Element Convert failed to validate content ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Expecting an element DefaultStance, got nothing ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Invalid sequence in interleave ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Element UnitAI failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'units/kush/support_healer_b' ERROR: JavaScript error: simulation/helpers/InitGame.js line 48 cmpPlayer.SetCheatsEnabled is not a function InitGame@simulation/helpers/InitGame.js:48:13 ERROR: Error in timer on entity 3, IID94, function UpdateSequences: TypeError: this.sequences is undefined StatisticsTracker.prototype.UpdateSequences@simulation/components/StatisticsTracker.js:522:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 ERROR: Error in timer on entity 4, IID94, function UpdateSequences: TypeError: this.sequences is undefined StatisticsTracker.prototype.UpdateSequences@simulation/components/StatisticsTracker.js:522:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 ERROR: Error in timer on entity 5, IID94, function UpdateSequences: TypeError: this.sequences is undefined StatisticsTracker.prototype.UpdateSequences@simulation/components/StatisticsTracker.js:522:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 ERROR: Error in timer on entity 6, IID94, function UpdateSequences: TypeError: this.sequences is undefined StatisticsTracker.prototype.UpdateSequences@simulation/components/StatisticsTracker.js:522:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 ERROR: JavaScript error: simulation/components/StatisticsTracker.js line 158 deepcopy requires one argument. StatisticsTracker.prototype.GetSequences@simulation/components/StatisticsTracker.js:158:19 GuiInterface.prototype.GetExtendedSimulationState@simulation/components/GuiInterface.js:193:58 GuiInterface.prototype.GetReplayMetadata@simulation/components/GuiInterface.js:212:32 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2131:20 endGame@gui/session/session.js:525:25 onPress@gui/session/message_box/QuitConfirmation.js:26:29 display@gui/session/SessionMessageBox.js:23:35 async*onPress@gui/session/MenuButtons.js:265:22 initButton/button.onPress@gui/session/Menu.js:68:12 ERROR: Error calling component script function ScriptCall ERROR: JavaScript error: simulation/components/StatisticsTracker.js line 158 deepcopy requires one argument. StatisticsTracker.prototype.GetSequences@simulation/components/StatisticsTracker.js:158:19 GuiInterface.prototype.GetExtendedSimulationState@simulation/components/GuiInterface.js:193:58 GuiInterface.prototype.GetReplayMetadata@simulation/components/GuiInterface.js:212:32 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2131:20 endGame@gui/session/session.js:528:9 onPress@gui/session/message_box/QuitConfirmation.js:26:29 display@gui/session/SessionMessageBox.js:23:35 async*onPress@gui/session/MenuButtons.js:265:22 initButton/button.onPress@gui/session/Menu.js:68:12 ERROR: Error calling component script function ScriptCall ERROR: OpenAL error: (null); called from COggData::~COggData (line 76) ERROR: OpenAL error: (null); called from COggData::~COggData (line 80) ERROR: OpenAL error: (null); called from COggData::~COggData (line 76) ERROR: OpenAL error: (null); called from COggData::~COggData (line 80) ERROR: OpenAL error: (null); called from COggData::~COggData (line 76) ERROR: OpenAL error: (null); called from COggData::~COggData (line 80) ERROR: OpenAL error: (null); called from COggData::~COggData (line 76) ERROR: OpenAL error: (null); called from COggData::~COggData (line 80) I don't have qny idea what's wrong. -
Conversion system
real_tabasco_sauce replied to Classic-Burger's topic in Game Development & Technical Discussion
That’s a parameter controlling whether or not the order should be pushed to the front of the order queue. Basically the unit will do your bidding and then return whatever it was already tasked with. in my case, pushing orders to the front is handled by a function in BuildingAI.js. - Yesterday
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Another thing I want to work on. But my idea goes with Delenda Est's idea of the mercenary camps. I have also thought about this idea of releasing mercenary units and, in some cases, adapted special units.
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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
It's useful to me, I must check it carefully. For now I need to fix the convert.js component has errors. What I'm not sure about is how to call the engine that generates sound with the action. I'm still researching, there are many actions and there is no uniform way in which the actions are carried out. No action is alike. Healing isn't exactly like conversion. What mean "pushfront"? -
I had an idea that you might like: If you capture an enemy militar building, you can recruit units of that civilization as mercenary units paying with metal and you can recruit only mitilar units that your faction don´t have as mercenaries. For example, if you are using Spartans faction and you capture a iberian barrack from your enemy, you can recruit iberian swordmen from that barrack for maybe... 100 metal. . If you capture a enemy workshop from Romans, then you can recruit a balista as mercenary units for maybe... 300 metal.
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Conversion system
real_tabasco_sauce replied to Classic-Burger's topic in Game Development & Technical Discussion
@Classic-Burger if it helps, I did some things with unit_actions.js here, including adding a cursor and sound queue. https://gitea.wildfiregames.com/0ad/0ad/pulls/7298/files -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
You'll need one for the game if this is implemented. It's free but not for commercial use. -
Most of what you want to do is fairly simple (when understanding the structuring) in terms of modding and just requires you to make new templates and have entities be replaced on death by your new template. for example, - if a cav dies make it spawn a gaia horse - making a new gaia horse template and giving it the capturable component might work - if a structure is destroyed make it spawn an custom entity which holds treasure components so it can be gathered. - i think Wow has got quarries in his Delenda Est mod or something similar so you might take a peek there templates are merged with their parents but children have priority when altering the same components. For example If a child states it has 500 capture points and it's parent has 5000, the capture points will be 500 when they are merged.
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just wondering if you know that 0AD has the loot system already working in the main game.
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actually, 0ad has docks. You should look how those work and if their behavior can be replicated. In general, I would think most if not all of these mechanics would require adding JS components to the game or at least editing them. What we have is less flexible than you may think. Also, adding buttons is no joke either. Unfortunately, it's a completely independent programming task. I whish we had better tutorials for this stuff, honestly I couldn't even start by creating a new dummy component without asking here for a reproducible example.
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@Classic-Burger, just did. Thanks.
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A27: Game can't start in non-window-mode
Player of 0AD replied to Player of 0AD's topic in Bug reports
Sorry for late reply, overlooked your reply $ apt show libsdl2 N: Paket libsdl2 kann nicht gefunden werden. N: Paket libsdl2 kann nicht gefunden werden. E: Keine Pakete gefunden Maybe I can fix it by trying to install libsdl2 ? Or can this make things worse? -
Upon death the mesh model should change, and the horse should become a different actor and entity.
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