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Grapjas

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Grapjas last won the day on June 30

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  1. commit your changes here it's easier when help is needed to see the bigger picture. They have different workflows and standards though. Code will be reviewed and the idea needs to fit with the game. Sometimes you make patches and nothing happens with it. With that said you can learn a lot by making patches through input of other more experienced people and your code quality will improve. I'd suggest starting with small simple patches though to get into the dynamics. It's fine, 0 A.D. is the first game i learned modding and took me a while to figure most things out aswell and i'm still learning.
  2. Ah, if you want to make it into a patch thats a bit different for sure and folk at IRC dev or here on the forums can probably help you better. I haven't done patches in a long time and tbh didn't have the patience for it compared to modding. I am curious if your errors are gone with the suggested changes though.
  3. Couple of pointers - Why do you have the tests folder? I suggest deleting it or properly using it to only test new functions. - You can compact UnitAI like this and only include functions you change/add. Note the ReRegister on the last line. After doing this you can delete the interface file for UnitAI aswell. - I think Stan has a valid point about optional elements, you forgot 2 unless they are intentionally not optional.
  4. Would be easier if you uploaded your project on github or something. You also need function Convert() {} on line 1, which is likely to solve alot of issues. I meant you can improve your code by using the tools available
  5. What are the issues? What does the log say? Also you are defining cmpPlayer twice in CanConvert. At the bottom half of Helpers/Player.js there are some functions that might help clean up your code a bit.
  6. Most of what you want to do is fairly simple (when understanding the structuring) in terms of modding and just requires you to make new templates and have entities be replaced on death by your new template. for example, - if a cav dies make it spawn a gaia horse - making a new gaia horse template and giving it the capturable component might work - if a structure is destroyed make it spawn an custom entity which holds treasure components so it can be gathered. - i think Wow has got quarries in his Delenda Est mod or something similar so you might take a peek there templates are merged with their parents but children have priority when altering the same components. For example If a child states it has 500 capture points and it's parent has 5000, the capture points will be 500 when they are merged.
  7. AI is probably researching this thread to train itself to recognize mental breakdown patterns.
  8. IIRC someone was working on improving AI and making personalities for it. Not sure how that progressed, havent been on IRC for some time. His name was jcwasmx96 or something like that. Edit: he hasn't been active since may 2022 it seems.
  9. I'm pretty sure someone can recompile the game and still play with people in the lobby if all you did was disable a check. Maybe someone more knowledgeable can confirm. A checksum can be networked, what isn't there can be made. Still leaves the problem above though. But you'd cut out a decent portion of cheaters, untill someone publishes an alternative 0ad build they can install with a simple .exe. It only shows signed mods afaik. Or better said, mods downloaded through the ingame downloader, which is the same thing.
  10. Yeah it's gotta be exhausting being obtuse on purpose i guess. It's wasted energy. But now some volunteers have to find a solution to make games fair, which would've happened sooner or later anyway so its not a bad thing persé. Onto that subject, i think a "no mods" toggle for the host would be nice thats on by default. But im not sure 0ad supports loading/unloading mods on the fly yet, seeing how you need to restart the game if you download a mod. On the other hand coding while playing does live update. Haven't looked into that much yet, and if it's on the cpp side of things im not even going to lol. Maybe a mod can be made that detects unsigned mods or shows what files people have altered.
  11. I mean alot of games have tasks/routine that come with the genre, but that's not what i said anyway. You still need to adapt to the game and what's happening around you and be faster than the enemy. And thats excactly the unfair advantage it gives opposed to someone who doesn't use it, dont you see that? You're being really obtuse about it tbh. I'm sure there are people that would love to play it. It honestly sounds like total war games are better suited for your RTS itch if all you want to do is slay but w/e.
  12. I'd be heavily against implementing more automation into vanilla. It's part of the rts to juggle all balls, economy, warfare and management. Satisfaction comes from mastering those aspects of the game and beat your opponent fairly, meaning either all have the same mod(s) or no one has a mod. If you feel you need automation to win certain games then you are simply playing against players out of your league. Or if you feel like you are forgetting to keep producing units then you have an area to focus and improve on. No disrespect meant to any player whatsoever. I do think you have to be a little dense if you think automating half the game for you does not give you an advantage and isn't cheating though.
  13. You could probably do it via triggerscripts, you can then control which maps you want what soundtrack on very specifically.
  14. Can confirm you can do this via delayed damage cmp, just tested it. Fun fact; only missed projectiles stay on the ground in vanilla (if they have an actor anyway).
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