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Silier

WFG Retired
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Everything posted by Silier

  1. 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/
  2. 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() }
  3. @The Undying Nephalim hi, can I borrow some art?
  4. It wasnt by me, I just fixed something with them.
  5. 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
  6. yeah, a lot changed in a24 since I created that version so its not compatible
  7. 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)
  8. 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.
  9. I am sorry but I do not have majority of my mods anymore.
  10. Hi, Where did you install the game? In case it was under C/Programm Files/... can you try another location? Another disk for example. If you changed path already, can you try to install under default one? It could be because writing/reading permissions. Just go be sure, by launching the game you mean launching application, right?
  11. probably some horse has new model and old animation or vice versa. First you need to find which actor is causing the error, best way is in actor viewer in atlas. In case mod is using a24 horses/animations. If animation is older you need to find and replace wrong animation with correct one from a24 or redone animation with corect number of animation keys. If horses are older, you can replace them from a24. If it has custom animations, not from a24, you would need to fix them by yourself to have correct number of keys. That should fix errors you get, but you should propose changes to mod itself if you manage to fix them.
  12. just a note, jenkins is building with pch
  13. Hi, hitpoints displayed in game are ceiled, but in simulation they are not. So even unit has 99,6 / 100 it is displayed like 100 / 100 but in reality unit is hurt so healers try to heal it. I do not know about ai, I did not notice nothing like that. Did you change something in it?
  14. Hello @FlyingBaguette, In case you have nvidia graphic card, can you try to force the game to use it ?
  15. Hello @freerangeninja, if you have any suggestions or remarks, feel free to write them down. It would be good to know how much of them are missing functionalities of the gui components or it is just placement, size or shape of them, or it needs better art. While doing it, please keep in mind missing component functionalities might take longer time to implement, mainly if they will require c++ changes. Anything else should be in theory easy to achieve, as actual layout in game is desrcribed in xml and its functionality in javascript files. Also before talking about implementation difficulties we need to see the proposed changes first . If you want a bit more live discussion, consider joining https://webchat.quakenet.org/?channels=0ad-dev . Have a nice day Regards, Angen
  16. Just for info: https://trac.wildfiregames.com/ticket/5788
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  18. <Selectable> <Overlay> <Shape> <Square width="3" depth="6"/> </Shape> <Texture> <MainTexture>128x256/ellipse.png</MainTexture> <MainTextureMask>128x256/ellipse_mask.png</MainTextureMask> </Texture> </Overlay> </Selectable> Or <Circle radius="1.5"/>
  19. @gameboy @wowgetoffyourcellphone Do you have some mods enabled ? I cant get any of these reports to fire.
  20. I cant reproduce that -> I cant fix it. @Freagarach can you try when you come back ?
  21. Can you check if you have this file ? binaries\data\mods\public\maps\skirmishes\sicilia_nomad.pmp
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