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wowgetoffyourcellphone

Capturable Animals

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1 hour ago, wowgetoffyourcellphone said:

I didn't mean that the code should be hacky. I meant that something doesn't have to be feature complete in one patch. It can be broken down into usable chunks. For instance, making captured horses commandable is useful on it's own. Making them garrisonable can be another patch.

I understand that you did not mean that code should hacky, my choice of words was off, sorry about that. I meant that if something is expandable, the dev's usually want that done as well ;) (D1960)

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On 6/7/2019 at 7:31 AM, wowgetoffyourcellphone said:

To make them garrisonable in corrals requires some other line changes, but those could be a different patch if necessary

(D1961)

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On 5/12/2019 at 8:00 AM, wowgetoffyourcellphone said:

I have 1 curious bug. When the horse wanders it walks at a normal pace (the animation seems to play at the prescribed speed in the variant file). But when I, the player, tasks the horse the actor plays the walk animation at a higher speed (the entity's walkspeed does not change in either case).

 

On 5/12/2019 at 2:49 PM, Angen said:

Thank you for report. Possible problem has been identified :)

 

On 5/16/2019 at 2:09 AM, Stan` said:

Yeah it should be fixed when @wraitii commits his patches :)

 

 

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On 5/12/2019 at 7:13 AM, Freagarach said:

True. I just tested it and it ensures that every animal under my control can be given orders. Thus addressing your question, I guess. Have you tried it yourself yet?

  Hide contents

In the UnitAI.js

  • Lines 195, 267, 295, 321 : remove "this.IsAnimal() && !this.IsDomestic() || "
  • Remove lines 246 to 252

I hope this is clear and works for you!

After the latest svn changes to UnitAI and reapplying your suggested changes, it no longer works. No player controlled animals can move, not even domestic. Can you advise? :) 

 

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10 hours ago, wowgetoffyourcellphone said:

After the latest svn changes to UnitAI and reapplying your suggested changes, it no longer works. No player controlled animals can move, not even domestic. Can you advise? :)

Strange, I cannot reproduce that. Did you rebuild?

Spoiler

The lines are now:

- Lines 191, 258, 282, 307 : remove "this.IsAnimal() && !this.IsDomestic() || " .

- Remove lines 237 to 243 and 450 to 455.

But I guess yours may be different.

Is the updated "UnitAI.js" on your DE-git? Because I see in that file that `!this.IsDomestic()` is removed but the `this.IsAnimal` is still there?

 

Edit: You can see in D1960 how the code should look like.

Edited by Freagarach
Link.
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9 hours ago, Freagarach said:

Strange, I cannot reproduce that. Did you rebuild?

  Reveal hidden contents

The lines are now:

- Lines 191, 258, 282, 307 : remove "this.IsAnimal() && !this.IsDomestic() || " .

- Remove lines 237 to 243 and 450 to 455.

But I guess yours may be different.

Is the updated "UnitAI.js" on your DE-git? Because I see in that file that `!this.IsDomestic()` is removed but the `this.IsAnimal` is still there?

 

Edit: You can see in D1960 how the code should look like.

Thanks. Worked. :) 

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12 hours ago, wowgetoffyourcellphone said:

Looks like it needs rebased. 

Propably, but there is no point when a review is not close yet.

16 hours ago, Angen said:

@wowgetoffyourcellphone https://code.wildfiregames.com/D1961

@Freagarach

has some problems with laptop charging currently

Thanks for the pointing! I should be back on track after the weekend.

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