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Stan`

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Everything posted by Stan`

  1. My bad, you also need an interface for that component in simulation/components/interfaces add a new file called ParticlePlayerColor.js With this content Engine.RegisterInterface("ParticlePlayerColor");
  2. Hey, First things first, materials have no effect whatsoever on particles. Ideally the particle actors would have a different format, but that's off topic. The good news is you can affect particle colors through code! Using this one weird trick (Mostly an unknown engine feature). Particles support expressions such as this one: <expr name="emissionrate" from="numbuilders" mul="50.0" max="200.0"/> Which is interpreted by the code like so: std::min(m_Max, emitter.m_EntityVariables[m_From] * m_Mul); std::min(200.0, yourValue * 50.0); So how does one set the "yourValue" parameter you might ask. Well you can find an example in the Foundation.js code: let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SetVariable("numbuilders", this.GetNumBuilders()); So in your case, you might need an extra component let's say ParticlePlayerColor.js class ParticlePlayerColor { Init() { this.UpdateColor(); } UpdateColor() { let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (!cmpVisual) return; const color = QueryOwnerInterface(this.entity, IID_Player).GetColor(); cmpVisual.SetVariable("colorr", color.r); cmpVisual.SetVariable("colorg", color.g); cmpVisual.SetVariable("colorb", color.b); } OnOwnershipChanged(msg) { if (msg.to == INVALID_PLAYER) return; this.UpdateColor(); } } ParticlePlayerColor.prototype.Schema = "<empty/>"; Engine.RegisterComponentType(IID_ParticlePlayerColor, "ParticlePlayerColor", ParticlePlayerColor); That you can add to your template with <ParticlePlayerColor/> And this little component will take care of updating your particles with the correct values. You need to define colors as expressions in your particle file: <expr name="color.r" from="colorr" mul="1.0" max="1.0"/> <expr name="color.g" from="colorg" mul="1.0" max="1.0"/> <expr name="color.b" from="colorb" mul="1.0" max="1.0"/> Do note that it will not be the exact color you want as the particle texture say <texture>art/textures/particles/dust_256a.png</texture> as its own, but it should get close.
  3. The problem is that the fix is very involved so it's acceptance will take a while. Do note you can apply the patch without waiting for it to be merged though
  4. Might be interesting to document their function in detail (ideally in the design document but a trac page might be enough) Basically intended usage (when and how to use it (hotkeys,buttons)), restrictions, and any other things relevant
  5. Maybe @chrstgtr @borg- and @real_tabasco_sauce have some strong opinions on that. Also the wanted behaviour might differ between SP and MP.
  6. Do you base your designs of something else or do you just "wing it" Else you could play around with a shorter second floor, or some kind of rain cover with wood planks. You can use software like PurRef (Or pinterest to gather a list of references.
  7. That's a bit strange. Depending on your Operating System, you might check if there are leftovers of the mod that were not correctly cleared.
  8. You might make version of it as ages progress 3-4 (if you want to take into account DE's 4th phase.
  9. I'm not sure but IIRC units have preferences with regards to their target e.g. the Elephant class.
  10. Yep. Either a ratio, or a max of two or something. I think arrows can still miss and hit something else, which is probably the reason of the lags @maroder noticed when there are many enemies.
  11. Can't we have a system were depending on buildings, up to max n arrows can be focused on a unit ? That number n would be the max between the value in the template and a ratio of the current number of arrows with the max number of arrows that can be shot from that building.
  12. Ah sorry, yeah we could probably make an exception for winners, although I'm not sure what the point would be to still be able to flare
  13. You shouldn't be able to interact with the game once you've lost is my understanding of why the button is disabled. The icon is disabled because it checks for whether the unit is an observer but the actual action doesn't check for that but rather whether you control the player which is probably broken somehow. You can check the changes in D1751 and input.js
  14. By it works do you mean other player see them, other observer see them or only you see them. See https://trac.wildfiregames.com/changeset/25761
  15. The settlers 5 had that too. It would show up as a miner while it was a hero for the other player.
  16. https://trac.wildfiregames.com/ticket/3177
  17. Oh you're on Windows ? Never mind my last comments then.
  18. Sounds like a bug. Not sure the command is sent in MP though ? I think we ignore observer commands
  19. Do you always play with broken scaling like this ? IIRC sometimes macos has some issues with keypresses @wraitii would know. Does pressing cmd and or ctrl at the same time help ?
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