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Posts
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Everything posted by Silier
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what do you mean by broken compatibilty check ?
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- hotkeys
- autoassign civ
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ranged infantry
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@gameboy you cannot garrison melee units on walls
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@Freagarach?
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slover projectiles means more time to dodge them even if acceleration of movement would be involved so that would mean to slow unit movement too
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(someone should split this, it is going out of topic)
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- hotkeys
- autoassign civ
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rendering went up in 4 ms, do you have the same graphic and game settings for both games? can you open map without setting petra as ai and then compare the results as replays are unusable in this case?
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Projectiles after successful hit dissapeare from the game, because they would be lying on the ground under the target (or maybe magicaly hanging in the air but nor of these possibilities looks ok)
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Blender AddOns, Materials & Tutorials.
Silier replied to Alexandermb's topic in Tutorials, references and art help
Just friendly warning about new blender: I could not export dae correctly. If you happen to figure it out, please ping me. -
This is calculation of position at time t for projectile: CVector3D position(float t) { float t2 = t; if (t2 > timeHit) t2 = timeHit + logf(1.f + t2 - timeHit); CVector3D ret(origin); ret.X += v.X * t2; ret.Z += v.Z * t2; ret.Y += v.Y * t2 - 0.5f * gravity * t * t; return ret; } Where v.y is v.Y = offset.Y / timeHit + 0.5f * gravity * timeHit;
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Totally deformed animation after export
Silier replied to Silier's topic in Tutorials, references and art help
@Alexandermb @Stan` could I get source blend file for 0ad infantry? Thank you -
no, sorry You need to remove template_gaia_flora.xml and template_gaia_fauna.xml from my mod, that should do it.
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Yes, I removed selectable component from resources and I believe ability to be gathered from too.
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@myou5e I was thinking about particles, but that would be no help for people playing without particles. Maybe some mark hovering above item could help. I know, currently I use the same actor for equiped item and item on the ground. I plan to make another one for items on the ground. I just make functionality first then art Fixed. I rather create custom templates when I end up overwriting everything. It is easier than to keep all svn templates in check. Entities with inventory drops their equipment already. I am planning to implement loot that will drop from other entities. I had not updated svn version. Fixed.
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Git: https://github.com/SlavomirSlovenkai/MMO Wiki: https://github.com/SlavomirSlovenkai/MMO/wiki I am moving here some discussion from https://wildfiregames.com/forum/index.php?/topic/28684-moba-mapmod/
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thnx next step dungeon map or ui don't know yet. hmm. except inventory, equipment and item component + using them in relevant templates for merging with a23b/a24 you need "pick": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => { cmpUnitAI.Pick(cmd.target); }); }, "pick-use": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => { cmpUnitAI.PickAndUse(cmd.target); }); }, in https://github.com/SlavomirSlovenkai/MMO/blob/master/simulation/helpers/Commands.js from https://github.com/SlavomirSlovenkai/MMO/blob/master/gui/session/unit_actions.js "pick": { "execute": function(target, action, selection, queued) { Engine.PostNetworkCommand({ "type": "pick", "entities": selection, "target": action.target, "queued": queued }); Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] }); return true; }, "getActionInfo": function(entState, targetState) { if (!targetState || !targetState.equipment) return false; return { "possible": true, "cursor": "action-gather-treasure" }; }, "actionCheck": function(target, selection) { const actionInfo = getActionInfo("pick", target, selection); if (!actionInfo.possible) return false; return { "type": "pick", "cursor": actionInfo.cursor, "target": target }; }, "specificness": 1, }, "pick-use": { "execute": function(target, action, selection, queued) { Engine.PostNetworkCommand({ "type": "pick-use", "entities": selection, "target": action.target, "queued": queued }); Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] }); return true; }, "getActionInfo": function(entState, targetState) { if (!targetState || !targetState.item) return false; return { "possible": true, "cursor": "action-gather-treasure" }; }, "actionCheck": function(target, selection) { const actionInfo = getActionInfo("pick-use", target, selection); if (!actionInfo.possible) return false; return { "type": "pick-use", "cursor": actionInfo.cursor, "target": target }; }, "specificness": 1, }, And from https://github.com/SlavomirSlovenkai/MMO/blob/master/simulation/components/GuiInterface.js const cmpEquipment = Engine.QueryInterface(ent, IID_Equipment); if (cmpEquipment) ret.equipment = { "type": cmpEquipment.GetType(), "specific": cmpEquipment.GetTypeSpecific() }; const cmpItem = Engine.QueryInterface(ent, IID_Item); if (cmpItem) ret.item = { "type": cmpItem.GetType() }
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@The Undying Nephalim hi, can I borrow some art?
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It wasnt by me, I just fixed something with them.
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It is, but only as part of my mmo project. So there are unrelated things. I just recovered files today so I am fixing stuff. https://github.com/SlavomirSlovenkai/MMO
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yeah, a lot changed in a24 since I created that version so its not compatible
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Omg, I just found my early copy of it https://drive.google.com/file/d/1BmcDhfKDvI0ubM0zTuND3nG3NChJ2j0x/view?usp=sharing Note: it is probably a24(dev)
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1st, you need to define action in https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js 2nd, you need new command for that which will be called from ^ in https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js 3rd, create function in UnitAI that will be called by your new command from ^ 4th, you would need new Fsm order and state inside UnitAi, something similar to Gathering 5th, ideally you should create custom component like inventory or something which you would call from unitAi when item should be picked Note: Also pickable entity should have some custom component so you can tell in unit_action that the entity can be picked or not. Picking itself is not so hard, just get the entity which should be picked, get cmpPosition and call moveOutOfWorld. Also you need to store id of that entity in inventory component so you can create ui for it later and player can throw it away from inventory or interact with it somehow. You can use auras and apply them on entity doing picking the item so you change entity stats if you want to. For throwing items away, just get cmpPosition of the item and call jumpTo (or something similar, cant recall right now). Hovewer you would need to edit the entity which should be pickable so it can be useful when picked up or used.
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I am sorry but I do not have majority of my mods anymore.
