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Silier

WFG Retired
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Posts posted by Silier

  1. just now when they are prepared they are in combat animation to get into this state I use attack. preparetime

    It can be setted animation speed. 

    just now what I did for archers, I splited aim and loose+reload animation and unit has 2 more states:

    firing- performs attack and plays loose+reload animation with speed 1 and once and timer is set from some vatlue in template and after the timer is seted aim animation again once with default lenght and state aim is set there  goes next timer with rest of repeat time and after it firing again

     

    so i am not stretching animations here

    it looks weird i think (now javelin thrower looks a bit funny when ready to fire :D )

     

    and yes, ai should work. but still spending a lot on buildings and workers :D and rather phase up like research weapons or train soldiers

  2. well,

    callstack after watching replay and pressing no

         mozjs38-ps-release-vc140.dll!js::jit::GetPcScript(JSContext * cx, JSScript * * scriptRes, unsigned char * * pcRes) Line 1545    C++
         mozjs38-ps-release-vc140.dll!JSContext::currentScript(unsigned char * * ppc, JSContext::MaybeAllowCrossCompartment allowCrossCompartment) Line 463    C++
    >    mozjs38-ps-release-vc140.dll!js::ObjectGroup::callingAllocationSiteGroup(JSContext * cx, JSProtoKey key) Line 1159    C++
         mozjs38-ps-release-vc140.dll!js::str_split(JSContext * cx, unsigned int argc, JS::Value * vp) Line 3786    C++
     

  3. WHAT ??

    Somebody forgot delete breakpoint ?

    Much to our regret we must report the program has encountered an error.

    Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.

    Details: unhandled exception (Breakpoint)

    Location: unknown:0 (?)

    Call stack:

    (error while dumping stack: No stack frames found)
    errno = 13 (Insufficient access rights to open file)
    OS error = 0 (no error code was set)

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