bb_
WFG Programming Team-
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Everything posted by bb_
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You should indeed look at the wallbuilder code (Walls.js). IIRC the short/medium/long segements are already very similar to what you propose, the towers shouldn't be too hard too remove (in fact it is just removng L90 too L100 from that file), but one migh need to addapt some sizes to fill the gaps.
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Multiplayer Save Games
bb_ replied to skeletonzombie's topic in Game Development & Technical Discussion
One can play multiplayer games with AI, since indeed the initial state is the same. Rejoining is not possible since the rejoining person will have a brainwashed AI, while all other players will have the normal AI. Maybe, loading a savegame on two machines gives the same state (as the AI gets brainwashed on both ends), but it has never been tried. Feel free to hack it somehow (there is no such gui ingame), but no promises if it will work... -
Multiplayer Save Games
bb_ replied to skeletonzombie's topic in Game Development & Technical Discussion
replays work with AI, since the AI is completely deterministic, however their simstate isn't saved when serializing, so rejoining (and saving) isn't supported. For singleplayer games AI's work after loading a savegame, but might act a little different compared to how they would act without the save/load (think of the AI being brainwashed). -
What about a staff match sometime this week?
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Save Nonvisual Game Replay
bb_ replied to irishninja's topic in Game Development & Technical Discussion
When you are using AI's it is quite easy to achieve this: AI do not print (at least currently) anything in the command.txt except on the first line (that line gives match settings, further the replay is empty). So all you have to do is create some of those "first lines" (I guess you want to test the AI on a couple of times on the same map, for that you just need to change the seeds, such that every game is different) and put as many empty turns as you like afterwards, which will give you the wanted replays. (In principle you don't even need to have run to game to already have the "replay" ;)) -
(Y in that object is the height)
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The footprint height value is passed by the getShape function in the footprint component. In the engine it is used in the VisualActor to set the height parameter of a CustomSelectionShape. This the fills some object retrievable by getSelectionBox and that is used in a couple of components. (f.e.in cmpPosition for the height offset of constructions)
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Never really experienced any OP-ness, maybe cuz I usually play ptol on naval maps . Anyhow a suggestion: One could consider that building the lighthouse reveals the shore but retains the FoW and add a "tech" in the lighthouse to reveal all shores again for a little cost (similar to the bribing feature we have).
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A patrol distance threshold would be a fix for the auto dance indeed, but that doesn't solve the handdance. Te hard thing for a spam block script, is defining "spam", eg. if one want a unit to walk along a circle between two points, I wouldn't consider that spam, but a spam script probably will mark it as such. Maybe a solution would be a "minimal time for walk", so that units will walk very slowly on short orders, thus giving the arrows enough time to hit. One gotta think about the implications of that though...
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The promotion issue could somewhat easily be solved by not allowing units to attack invincible units (that would also solve the catafalc arrow absorber). The dancing problem is much more complicated, since "homing missiles" or "splash" aren't ideal solutions either. I once tried implementing "turning times" for units, but that resulted in total chaos when moving large groups of units.
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The problem is that when you click cancel unpack, the siege is in idle stance, so unitAI sees attackers and will unpack the siege, what the solution is, is that the move command (and some other commands too probably), cancel the unpacking, instead of letting it unpack and pack it again.
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(One could consider https://en.wikipedia.org/wiki/Swiss-system_tournament)
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not yet, there is a patch at https://code.wildfiregames.com/D1398
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Implementing that isn't too hard once we can nuke the unitmotion component from unpacked siege (which requires the unitmotion rewrite and some refactoring), but one also needs to think of the gamplay aspect, as not rotating means it can only fire in 1 direction, so siege would become much weaker, I suppose.
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yes, but that doesn't make it easy still
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probably yes, but defining and implementing sub-units isn't...
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@stanislas69 Doesn't seem that hard too implement in a meh way. Ideally however we should adapt the aura code so we can have these types of bonussus (as in currently we can add and multiply, but probably we want x speed for 1 unit, 1.5x for 2 etc.) Then in the same go garrisonned arrows could be implemented like that and we would be much closer to #4000. Also the unitAI needs to take care of units with unitMotion but without speed (see how unpacked sieges templates are hacked currently).
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damage aura is already possible, have a look at the iber fireship, also there is a trample ticket with an (outdated) patch https://trac.wildfiregames.com/ticket/995
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Resizing dropdown lists? => D1061, #4857
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47. maybe this from the arc install help gives a clue (I guess installing php7 in dnf would do the same trick):
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Skirmish map - Egypt (previously "Egypt condensed")
bb_ replied to mimesot's topic in Scenario Design/Map making
Based on the screenshots, the map looks pretty good already (however I am not a good judge in these matters), but I think you forgot to attach the map files, so none can download the map . Regarding the capture issue in the current svn (development version) there is an "uncapturable" flag, which might solve what you are after. -
thx for pinging me, seems to be that arc doesn't like copying two files in the same go... original patch was correct, but something went wrong with committing. On the fix, the sacred band icon did got removed, so the fix is to simply change the cav icon: https://code.wildfiregames.com/rP20745
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Uploading a old outdated patch of mine here that seems related: running_0.6.diff However for this use injury I think you could better keep setting the "move" animation from unitAI, and then set a specific one from the health component.
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College Assignment, active developers needed
bb_ replied to leukill's topic in Introductions & Off-Topic Discussion
Well if you do want to become a developer, you are invited to contribute to 0ad itself and gather experience with that. Have a look at https://trac.wildfiregames.com/wiki/GettingStartedProgrammers for some information. Also join our IRC channels if there are any question. -
They already do as said, but you have to use a specific formation explicitly, not the default "None" formation, with that every unit moves at his own speed. You can set formation by clicking the icons between the minimap and the selection info (so sorta bottom left-middle).