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Showing content with the highest reputation on 2013-08-26 in all areas

  1. this.DeplayUnit won't exist. To access the definitions in the template, you need this.template.DeployUnit. The same for deploycount, although it's best to convert it it a number first. You do that by adding a '+' sign. So +this.template.DeployCount. Btw, AutoDeployUnit, or AutoSpawn would probably be a better name for it. And you also need to replace the {civ} string with the right name (see a bit further in the productionqueue). UI is a mess, sorry for that. Take a look to the gui/session directory. In session.xml, the panels are defined. If you search for "Gate", you should see how the panel to convert a piece of wall to a gate is defined. The panels themselves are filled in unit_commands.js. But you'll probably run into the same problems as mentioned in http://trac.wildfire...com/ticket/2084 (we should really look into getting that part of the UI fixed). To learn more about scripting, take a look at https://developer.mozilla.org. The tutorial maybe isn't the best, but it's a great reference work. And very accurate as we work with spidermonkey. Adding the interfaces makes your component callable by other parts. So components can interact with each other. But this is something specific to thist way of coding, so isn't documented outside 0AD. To call functions of a different component, you should use the interface name. var cmp = Engine.QueryInterface(entityID, IID_InterfaceName) gives you access to the component of a specific entity, so you can use all functions and attributes defined in the component for that entity. For changing the SOD and FOW, you should look to the rangeManager (in source/simulation2). I don't know what the method is, but there should be something to 'visit' a certain tile. If you have more questions, please visit #0ad-dev on Quakenet to get better explanation.
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  2. It depends on what civilization you're playing as as well, some civilizations get a larger population limit, some a smaller.
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  3. Well, I think I'm going to try to integrate some of this new UI into the multiplayer lobby for Alpha 15. Pureon: Could I get some layered versions of your mockups in something GIMP can open?
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  4. Hey Pureon, Sorry for the delayed response. I've been preparing for a huge project that I'm heading for a feature film and at the same time my family flew in from London....Aaarrgh....! However, that hasn't stopped me from working on some ideas for the blacksmith. I'm still doing some research on the info you posted but as far as raw sound effects I'm posting an idea I put together from some of those individual elements (and others) that I posted in IRC. I'd like to give you an idea of how I'm building the sounds through getting some opinions on each element and with the blacksmith design. I didn't want a sound that would get drawn out by re-clicking on the building. So I kept this first rendition simple to an audible point but hope its a good start. Sound of selection of the Blacksmith building is attached. I couldn't get the media manager to work. Here we go, Please let me know what you guys think (it's attached as a mp3 format for posting): Blacksmith Test.mp3
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