unit range issue

unit range issue

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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

unit range issue

Post by Silentwings »

There's some sort of serious problem in BA7.64 (using 0.87 Spring) with units not moving close to things before they try and do stuff. Sometimes they just stand and wait trying to do things which are well out of their range. It crops up all over the place (reclaiming area, guarding fac...) so I won't upload a specific example of it, its very easy to reproduce.

On plus side, 0.87 seems to run very smoothly ;)
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: unit range issue

Post by Beherith »

Its a problem with the engine, not BA :(
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: unit range issue

Post by Silentwings »

Oh, bad luck :roll:
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: unit range issue

Post by knorke »

zK appearently fixes it with this gadget:
http://code.google.com/p/zero-k/source/ ... ommand.lua
Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: unit range issue

Post by Senna »

knorke wrote:zK appearently fixes it with this gadget:
http://code.google.com/p/zero-k/source/ ... ommand.lua
wow this work's big thanks mate for info!!!
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marciolino
Posts: 268
Joined: 06 Sep 2010, 22:59

Re: unit range issue

Post by marciolino »

Does it works for BA, I tested and can't make it work :(
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: unit range issue

Post by knorke »

so it seems senna copied one file into his "BA DSD REVOLUTION" and now it has more players than normal BA :shock:
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marciolino
Posts: 268
Joined: 06 Sep 2010, 22:59

Re: unit range issue

Post by marciolino »

But how? I did put hacky_87_area_command.lua on my widget folder and it doesn't correct the problem :/
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: unit range issue

Post by knorke »

its like a widget except its a gadget
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marciolino
Posts: 268
Joined: 06 Sep 2010, 22:59

Re: unit range issue

Post by marciolino »

Why Senna didn't cooperate with a mod-fix instead of releasing a map-fix solution?
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: unit range issue

Post by luckywaldo7 »

Why does Senna do anything Senna does? Naturally he is trying to get people to play his map-mod instead of vanilla BA.

The better question is why do people keep encouraging him. New maps get ignored and we have dozens of 'Special DSD'.

This is why we can't have nice things.
Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: unit range issue

Post by Senna »

marciolino wrote:Why Senna didn't cooperate with a mod-fix instead of releasing a map-fix solution?
I cannot make a BA release even being in svn, so best choice was doing this to prevent people leave
Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: unit range issue

Post by Senna »

luckywaldo7 wrote:Why does Senna do anything Senna does? Naturally he is trying to get people to play his map-mod instead of vanilla BA.

The better question is why do people keep encouraging him. New maps get ignored and we have dozens of 'Special DSD'.

This is why we can't have nice things.
People usually play my mapmods when im here, when im not there they just play standard BA so why this hating against me?
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: unit range issue

Post by luckywaldo7 »

I'm not hating on you. I just have zero respect for your methods.
Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: unit range issue

Post by Senna »

luckywaldo7 wrote:I'm not hating on you. I just have zero respect for your methods.
Ive been doing this for years... dunno about complaining now
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: unit range issue

Post by Forboding Angel »

BAR should take on the CC NC ND license that evo has, that way, behe can dictate (quite literally) whether a mutator is allowed to exist.
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: unit range issue

Post by klapmongool »

Forboding Angel wrote:BAR should take on the CC NC ND license that evo has, that way, behe can dictate (quite literally) whether a mutator is allowed to exist.
And then we can sue Senna if he does make a map-mod? That would be hilarious.
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: unit range issue

Post by luckywaldo7 »

Senna wrote:
luckywaldo7 wrote:I'm not hating on you. I just have zero respect for your methods.
Ive been doing this for years... dunno about complaining now
You have a short memory.

http://springrts.com/phpbb/viewtopic.php?f=1&t=21572
http://springrts.com/phpbb/viewtopic.php?f=16&t=19093
http://springrts.com/phpbb/viewtopic.php?f=21&t=19102
Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: unit range issue

Post by Senna »

luckywaldo7 wrote:
Senna wrote:
luckywaldo7 wrote:I'm not hating on you. I just have zero respect for your methods.
Ive been doing this for years... dunno about complaining now
You have a short memory.

http://springrts.com/phpbb/viewtopic.php?f=1&t=21572
http://springrts.com/phpbb/viewtopic.php?f=16&t=19093
http://springrts.com/phpbb/viewtopic.php?f=21&t=19102
lol in 2009 and we are in 2012 so 4 years
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: unit range issue

Post by luckywaldo7 »

You actually stopped sticking things in DSD for a while, presumably because you were ordered to stop by mods? You started doing it properly by making mutators and independent mod files, like Tech Annihilation.

Not surprised or happy to see you at the good old DSD tricks again.
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