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Silier

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Posts posted by Silier

  1. https://code.wildfiregames.com/rP23529
     

    Example in:  maps/skirmishes/Sicilia_Nomad.xml

     

    <Garrison>
    	<GarrisonedEntity uid="3429"/>
    	<GarrisonedEntity uid="3430"/>
    	<GarrisonedEntity uid="3431"/>
    	<GarrisonedEntity uid="3432"/>
    	<GarrisonedEntity uid="3433"/>
    	<GarrisonedEntity uid="3435"/>
    	<GarrisonedEntity uid="3436"/>
    	<GarrisonedEntity uid="3437"/>
    	<GarrisonedEntity uid="3438"/>
    	<GarrisonedEntity uid="3439"/>
    	<GarrisonedEntity uid="3440"/>
    	<GarrisonedEntity uid="3441"/>
    	<GarrisonedEntity uid="3442"/>
    	<GarrisonedEntity uid="3443"/>
    	<GarrisonedEntity uid="3444"/>
    </Garrison>

    It is replacement for

    "Garrison": {
        "3434": [3435, 3436, 3437, 3438, 3439, 3440, 3441, 3442, 3443, 3444, 3429, 3430, 3431, 3432, 3433]
      },

    It garrisons entity on game init with entities in GarrisonEntity element.
    No atlas ui was created for this yet.

    • Like 1
    • Thanks 1
  2. @The Undying Nephalim the gatherers for fairies need to have UnitAi. Without it, they will not try to gather.

    Also you would need to pass them order to gather first. Another thing you would need to do is to give them resource dropsite component as well.

    Then it could work.

    I can code gathering support for building if you still want to use this approach so you do not have to use unitai.

    • Like 1
  3.   "TriggerScripts": [
        "scripts/TriggerHelper.js",
        "skirmishes/YourTrigger.js", <-- this includes script to your map, path is relative to public/maps
      ],

    In the script file, for example "YourTrigger.js" there need to be following section

    {
    	let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
    	cmpTrigger.DoAfterDelay(time, "nameOfFunction", {/*parameters*/}); <- if you want to trigger function with time delay
    	cmpTrigger.RegisterTrigger("OnInitGame", "InitFunction", { "enabled": true }) <- I would prefer this one
    }

    In InitFunction you can bind more triggers

    You define any function in your trigger file with Trigger.prototype.nameOfFunction

    Trigger.prototype.InitFunction = function()
    {
    	this.RegisterTrigger("OnOwnershipChanged", "MyOwnershipChange", { "enabled": true }); <- bind to whatever On event
    	// or call any custom function in Trigger
    }

    To give commands to entities use ProcessCommand function

    ProcessCommand(playerID, anyCommandInJsonForm);

    It is good to look into TriggerHelper file to see defined functions you can already use.

  4. Hi @gameboy

    thats issue of the map, I suggest you to nott play it with conquest units and conquest as you will not be able to win because enemy will have some units you cannot reach or you will not have some starting units.

    Someone created it as squared and then set circular option so there are placed entities at places that cannot be reached in game.

    It was problem with loading map data where map was always loaded as circular. Will be fixed by @elexis.

  5. If you know someone to have multiple accounts, report him.

    Rule is clear and applies to everyone: Only create one account per person on the service unless authorized by Wildfire Games

    From searching history on forum, unauthorized accounts have been deleted and users were asked to use their first account after ban expired.

    One is not allowed to create new account just because the current one is banned. If it was allowed ban is useless.

    I do not think, that given ban is permanent, but every break of rules prolongs current ban.

    Keep in mind there exists bot that will ban anyone using bad language in chat.

    • Like 1
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  6. i am sorry but i cannot to fix this, i am working on something else right now and i do not have time to investigate this issue. you would need to wait for vladislav, he already knows what is the problem, he just needs to find more time, please be patient

    • Like 1
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  7. Hello @Antonio_vazquez,

    we appreciate your interest and we look forward to see your contribution.

    As asterix said, it is better if you start in part you are interested in.

    Anything (or most part) about game simulation and whole ai is written in javascript, which communicates with engine written in c++ using  global/direct messages or functions defined for it. Engine takes care about anything else, like drawing graphics, computing turns, broadcasting messages to entities, checking obstructions, unit movement, it stores all components and entities and so on.

    every entity in the game has its components, which are separate and every component takes care for specific logic and stores variables if needed (health, attack, unitai, ...)

     

    entity itself is defined in template file using xml syntax and components.

     

    then there is code in javascript related to session, grouped in gui folder ,it gets data to be displayed, decides if some icon should be red, grayedout, what will happen after some clicking on it (and other codes, for example what will happen when someone clicks to unit, ...)

     

    anything visual is located in art folder, where are actor files, they define how given entity will look, which animations will be played, of course given actor file needs to be bound with game entity in its template.

     

    If you find any ticket here is list with keyword simple (https://trac.wildfiregames.com/query?status=assigned&status=new&status=reopened&keywords=~simple&col=id&col=summary&col=status&col=owner&col=type&col=priority&col=milestone&order=priority) you think you are interested in and you have doubts if it is still valid or free, feel free to leave comment there or visit (what is recommended for faster communication) https://webchat.quakenet.org/?channels=0ad-dev there should be almost anytime (well, timezones) someone able to help you.

     

    Wish you good times with coding.

    Regards

    Angen

    • Like 1
    • Thanks 1
  8. Hello @TEBO,

    we are sorry for encountered inconvenience caused by this bug, please follow instructions below. 

    Looking at your specs, you have intel, not sure if intel is your graphic card too, but thats more likely true, as this behavior was seen on this specific family of graphic card and it looks like bug in drivers for that graphic cards. We did our best to eliminate this kind of bug in next release.  If you can, we advice you to update your graphic drivers. If you have 2 graphic cards (nvidia for example) you can force application to use nvidia instead intel as this bug was not seen on games running with nvidia.

    If any of above solutions cannot be done or does not help for any reason,, or you do not want to apply them (feel free to reject) there is third option, but you loose some nicer look of game.

    please open options -> graphics -> disable postprocessing,

    if that does not help disable glsl too.

    Please let us know if your problem is solved.

     

    Have a nice day :)

    Regards

    Angen

  9. Hello @Zeldt,

    translation is done here https://www.transifex.com/wildfire-games/0ad/

    You need to find ukrainian translating team and join it in order to be able to translate that language. 

    These translations are pulled into the development version of the game https://trac.wildfiregames.com/wiki/BuildInstructions, and bundled with release of the game when enough strings have been translated. 

     

    You are not required to have development version of the game to help with translation, but you will not see changes ingame.

     

    If you have any questions, feel free to ask. 

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