Jump to content

Oger-Lord

Community Members
  • Posts

    6
  • Joined

  • Last visited

Everything posted by Oger-Lord

  1. Hey, I read the pathfinding work news on moddb and now I have a question about your pathfinding system. How do you manage to recalculate the path only for the affected units when a building is constructed/destroyed? Do you divide the map into areas and then check the area where the changes are and look which units have a pathfinding with jump points in the same area?
  2. Hm, i think i will continue with the map when i can use trigger, there are more functions in the editor ect...
  3. Tower Defense Hi, 3 days after downloading 0 A.D. i want to present my first map/mod. Its a Tower Defense with 5 towers and 10 waves of creeps. I want to show you some ingame screenshots but such a function is not integrated. Heres a an overview of the map: I attached the alpha version. Have fun! Tower Defense (alpha).zip
  4. Thx, solved the problem! Another Question: Exist flying units or other units that cant get blocked?
  5. Hi again I created a small maze but the unit is not able to reach the end because the pathfinding fails. The unit tries to go to the red circle and stops instead of following the way. Can I change the teal area or is there a work arround?
  6. Is there a tutorial for triggering and scripting? And a list with commands? I failed creating a mod which simply sends the message hello world to all players at the beginning of the game. My Code: function HelloWorld() {} HelloWorld.prototype.Init = function() { var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); for each (var ent in cmpPlayerManager.playerEntities){ var cmpPlayer = Engine.QueryInterface(ent, IID_Player); var notification = {"player": cmpPlayer.GetPlayerID(),"message": "Hello World!"}; cmpGUIInterface.PushNotification(notification); } };
×
×
  • Create New...