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bb_

WFG Programming Team
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  1. An even better example is the "survival of the fittest" map. You should indeed be listening to the onOwnershipChanged messages. First find some way to filter the 5 entities (probably give them some identity class) and onOwnershipChanged you should be able to do the required checks. Another option is to look at CaptureTheRelic.js victory condition and do the same trick there (you probably can reuse that code, just need to change a class)
  2. minrange is easy, however "tell them to switch" is more complicated. See #252. We don't have a ammunition system (yet) so this might be more work.
  3. This work sounds really promising. Feel free to propose your improvements (maybe split it up a bit) as patches on https://code.wildfiregames.comfiregames.com. Especially things like better naval and worker elephant handling are more than welcome in the vanilla petra bot.
  4. The related ticket is https://trac.wildfiregames.com/ticket/995. The patch I uploaded there is rather outdated and probably heading in the wrong direction. We do have some related code in the code base: the code handling splash damage on catapults/boltshooter and deathdamage of the iber fireship. Probably a proper implementation consists of creating a new component handling the trample. This is implemented in https://code.wildfiregames.com/D1838
  5. I guess the AI is trying to build that foundation, but can't reach it due to the water. Perhaps it didn't have the recources for a new one? If you happen to have the replay where this happened, feel free to create a ticket on our trac reporting the issue.
  6. D14 probably won't help too much in this case (maybe a bit though). I expect the unitMotion rewrite already in svn to do much more good. It seems the problem here is that a lot of units clutter around the ele and keep pathing while they can reach the ele (due to the units standing in the way).
  7. In 0ad same units are equally strong, independent of the civ, race, colour etc: Just got a bit worried about both their lives now...
  8. How hard would it be to generalise the capture mechanism to allow an attack to give the cp to any player? Sounds like a nice generalisation
  9. You can pm or ask here and ping me (the latter has the advantage that everyone can benefit)
  10. Calculating the distance between two units is fairly easy: The distance between the centres of two units can be computed by querying the position components and ask for the exact positions of the units. If you want to compute the distance between a unit (with obstruction, like you have with the walls) and a point or another unit, you should be able to use one of the following functions in the obstructionManager: /** * Returns the distance from the obstruction to the point (px, pz), or -1 if the entity is out of the world. */ virtual fixed DistanceToPoint(entity_
  11. As you can see in the graph 0ad owns approximately 35k USD. There was 865,.28 euro in a Flattr account, but that got absorbed in the bigger SPI account we have.
  12. You copy paste it in the legal waiver thread linked above
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