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Angen last won the day on January 12

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  1. Actually my first post But he said he tried it and does not work.
  2. You should not create another account, it is allowed one account per person I pinged Stan, he maybe will know what is wrong. What was name of your first account?
  3. hi @Marius.rv, go to settings and disable tls option. By this you allow not encrypted comunication with server. There is problem with handshake, devs are working on it to fix it to the next release. (they may have fix ready for a24)
  4. Formation.prototype.Run = function() { let maxSpeed = 0; for (let ent of this.members) { let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) { if (maxSpeed == 0) maxSpeed = cmpUnitMotion.GetRunMultiplier(); else maxSpeed = Math.min(maxSpeed, cmpUnitMotion.GetRunMultiplier()); } } maxSpeed *= this.GetSpeedMultiplier(); <- apply formation speed multiplier this.speed = maxSpeed * this.minSpeed; <- this.minSpeed is minimal walking speed of formation this.running = true; let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); cmpUnitMotion.SetSpeedMultiplier(this.speed); } I use something like this
  5. @Adeimantos I think we need now to set up Runmultiplier and Projectile changes from svn to get compatible if you are interested but feel free to work on which part do you want, link to discord in first post have been fixed, you can join now
  6. @Freagarach what is your code to set formation to run speed?
  7. @Freagarach sry I am fighting with unit test anyway I replied on phabricator
  8. @Freagarach There is not currently such function in IcmpRangeManager. But CmpRangeManager has tools to pretty fast say if given position is explored by given player. You need to add this into ccmprangemanager and bind it with interface call in icmprangemanager Should do the trick virtual bool isTileExplored(CVector2D pos, player_id_t player) { int i = (pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); int j = (pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); CLosQuerier los(GetSharedLosMask(player), m_LosState, m_TerrainVerticesPerSide); return los.IsExplored(i, j); }
  9. Update: Fixed behaviour of vision in water and improved detection of hills. Now unit will see up to the top of hill. So you will have not black holes unless hill is flat. Sometimes side of hill will not be detected if there is smaller hill before it and blocks vision of unit but I am afraid further improvement would need more complex computation and checking. Compiled version in first post.
  10. thnx excelent material for testing problem solved @wowgetoffyourcellphone I am sorry but I cannot reproduce your problem at all. What OS do you have?
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