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Asher

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Everything posted by Asher

  1. What about email verification? If too many accounts use the same email, it doesn't allow you to create it
  2. Here is a 0ad channel: https://www.youtube.com/channel/UCnyOwrZI72pKKroCtKYQHjg
  3. There is a poll to determine whether certain structures/units should be "invisible" to bot players, please vote
  4. How well does it run? Have you tried a lot of players or units and structures?
  5. Could I possibly do it here: // get a starting rallyPoint ... will be improved later let rallyPoint; let rallyAccess; const allAccesses = {}; for (const base of gameState.ai.HQ.baseManagers()) { if (!base.anchor || !base.anchor.position()) continue; const access = getLandAccess(gameState, base.anchor); if (!rallyPoint) { rallyPoint = base.anchor.position(); rallyAccess = access; } if (!allAccesses[access]) allAccesses[access] = base.anchor.position(); } (It is in attackPlan.js starting at line 40) I am not really familiar with ai scripting, is there a way you can get the classes, like: if (this.target.hasclass == "scout") { // Ignore target/pick new target }
  6. I'm not seeing any other place it is mentioned, just UnitAI.js
  7. So I am trying to make certain structures "invisible" to bot players. My idea is to change the code in the file that checks for the nearest structure, and make it so it only sets that as attack point if the structure is not a certain class. I don't know if that would be easy, I think it would be somewhat easy. If someone could point me to where the file is and where in the file that would be, that would be helpful. I may also need help with the coding, if anybody would want to help. Thanks!
  8. @Asura, if you add this line "ignoreInCompatibilityChecks": true, to your mod.json, then not everybody will have to have the mod, only the host. I'm not sure how it will work for this mod, but maybe try it
  9. There is a way to make mods not required on for everyone, like bigger mini map, or what you were saying. It changes how the mini map looks for me, but not everyone needs it, I wonder if that could work for this. I'm just not sure how to do it Sorry, I think I took out a word or 2. What I was saying was, you are right. More teams is kinda useless, maybe except for 5-6 teams, in some specific situations
  10. Good point. 5-6 teams may be useful, if using different ai levels though
  11. Did you mean to put that on the other topic @ShadowOfHassen? Because this one just expands the number of teams from 4 to 8
  12. This is just a simple mod that allows you to set up to 8 teams. I got the idea from Version 1.1 doesn't require everyone to have the mod, only the host more_teams1.1.pyromodmore_teams1.1.zip moreteams.zipmoreteams.pyromod
  13. Nice @Asura! Two things though: 1 can you change the name to extra_players (adds the underscore), because I doesn't like the mod name when I restart 0 ad. 2 the selector overlaps the other settings
  14. Any bugz? anything you think I should change?
  15. Anybody have any screenshots they'd want to share?
  16. The only thing I would say for now, is that some of the columns don't line up with their "title", at the top part, or they aren't at the top of the column
  17. Is there a way to disable that though?
  18. If I do a mod version that is not a certain way, it gives a warning, I just wanted to disable that, but I don't know where that would be
  19. Anybody know here it checks the mod version in the base game?
  20. I don't think it would be very easy @Grautvornix, so I don't think that would be easily possible, yet... I like the idea though
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