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About Angen

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  1. Angen

    0 A.D. Champions Cup

    hi @Dakara. The signup has been closed and matches allready started. Maybe next time
  2. Angen

    rating not working?

    Hi, had you checked rated game option in game settings when creating match?
  3. Angen

    Some little mistakes

    @(-_-) maybe, but I think that if we use these emblems to distinguish civs and then share them, it is misleading
  4. Angen

    DE Alpha 23b rebundle

    @wowgetoffyourcellphone I have actual git version from https://github.com/0ADMods/delenda_est. Have you tried Romans(Principates) ? The other romans are just fine. Build and regrut nothing else, only siege workshop and bolt shooter
  5. Angen

    DE Alpha 23b rebundle

    @wowgetoffyourcellphone can you give me link to correct git? Because I am looking to files on git and the second error is still there. And could you please delete cash before trying to reproduce?
  6. Angen

    DE Alpha 23b rebundle

    hi, do not know if this one was fixed, but I just tried git version with A23 release and roman bolt shooter gives actor errors on creation ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/carry_food_idle.xml" ERROR: Could not open path biped/carry_food_idle.xml ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/carry_meat_idle.xml" ERROR: Could not open path biped/carry_meat_idle.xml ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/carry_wood_idle.xml" ERROR: Could not open path biped/carry_wood_idle.xml ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/carry_stone_idle.xml" ERROR: Could not open path biped/carry_stone_idle.xml ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/carry_metal_idle.xml" ERROR: Could not open path biped/carry_metal_idle.xml and some other upon map start ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/xion_corral.xml" ERROR: Failed to load parent 'structures/xion_corral' of entity template 'structures/scyth_corral_empty' ERROR: Failed to load entity template 'structures/scyth_corral_empty'
  7. Yes, there is turn rate, but I am not using it now. I am just turning +/- 12 on button click, but I ll probably turn down movement speed for this action so they will get to turned position slower. Currently there is no difference based on side you are attacking formation from.
  8. some showcase from controll video
  9. @gaius , I will not send you whole file because I have there another changes and you probably do not want them so: file: /helpers/Commands.js find function GetFormationUnitAIs and rename it to something like this e.g. GetMergedFormationUnitAIs. Now find "formation": function(player, cmd, data) should be around line 612 and use renamed function instead old (you need it to form new formation, reform or merge more formations on command) For rest of not renamed callings, create this function, which is not merging selected units into one formation but keeping existing: function GetFormationUnitAIs(ents, player) { // Separate out the units that don't support the chosen formation let formedEnts = []; let nonformedUnitAIs = []; for (let ent of ents) { // Skip units with no UnitAI or no position let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpUnitAI || !cmpPosition || !cmpPosition.IsInWorld()) continue; let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); let nullFormation = cmpUnitAI.GetFormationTemplate() == "special/formations/null"; if (nullFormation) { RemoveFromFormation([ent]); nonformedUnitAIs.push(cmpUnitAI); } else { formedEnts.push(ent); } } // No units support the formation - return all the others if (formedEnts.length == 0) return nonformedUnitAIs; let formationUnitAIs = []; let formations = ExtractFormations(formedEnts); for (let i = 0; i < formations.ids.length; ++i) { let fId = formations.ids[i]; let cmpUnitAI = Engine.QueryInterface(+fId, IID_UnitAI); if(cmpUnitAI) formationUnitAIs.push(cmpUnitAI); } return nonformedUnitAIs.concat(formationUnitAIs); }
  10. I can show you code if you want to prevent merging of formations when multiple of them are selected.
  11. @(-_-) I used this in updateGUIobjects, maybe your approach is better, I did not see it whole yet: function updateFormationSelection() { let selected = g_Selection.toList(); let entsAdd = []; let used = []; for (let sel in selected) { let state = GetEntityState(selected[sel]); if (!state.unitAI) continue; let formation = state.unitAI.formationController; if (!formation) continue; if (used.indexOf(formation) != -1) continue; used.push(formation); let fState = GetEntityState(formation); if(!fState){ warn("fState does not exist"); continue; } if(!fState.formation){ warn("cmpFormation does not exist"); continue; } let ents = fState.formation.members; for (let ent of ents) { if(selected.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1) entsAdd.push(ent); } } g_Selection.addList(entsAdd); }
  12. Well, we are calculating position and rotation and then looking for the closest unit to take it. What is not always the closest unit. If this works, I think it would solve this problem.
  13. I think aura for that is just enough and fine. Not range aura, but personal. Actually I am working with concept, where every created formation is one click selectable. And it totally breaks if members are under required count of members (what is actually patch in progress derivation)
  14. I do not think they should not I do not see the point of formations and different shapes and bonuses when they are only grouped in non shape cluster during fight. There is cool looking syntagma, phalanx or tetsudo formation but all magic is gone after engage.
  15. @(-_-) thanks, I let you know when ready @ffffffff yes, he did great job, but anyway they do not hold the formation while fighting