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 Post subject: Re: Mood is a thing for
PostPosted: 28 Feb 2012, 09:04 
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Joined: 07 Sep 2010, 17:47
It works! Apparently all that culling of pointless unitdef params was good, and all I needed was to put transportSize = 10000 back in. I thought it was unnecessary because after reading http://springrts.com/wiki/Units-UnitDefs#Transports I dyslexiaed transportSize and transportMass (size defaults to 0, mass defaults to 100000).

Now to work out some kinks...


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 Post subject: Re: Mood is a thing for
PostPosted: 28 Feb 2012, 12:00 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Thumping in epic thread..

Image2


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 Post subject: Re: Mood is a thing for
PostPosted: 29 Feb 2012, 19:28 
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Joined: 07 Sep 2010, 17:47
worm obstacle navigation system not perfect, but that must be a feature, because worms can't be too smart

in any case, how do i get sworm's LOD to not be a brown square?
Image

same worm up close:
Image

or i could just set their icon distance lower than their LOD distance (speaking of which, i need to make a sand worm icon)


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 Post subject: Re: Mood is a thing for
PostPosted: 01 Mar 2012, 03:03 
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Joined: 07 Sep 2010, 17:47
PS aside from the LOD thing, everything seems to be running smoothly. Give it a go if you like before I actually release anything to springfiles. And it might be good to have someone other than my brother and I test it if it gets put into any other map.

edit: i forgot about sound--this def. needs sound (ha ha, get it?)
(and this topic should be renamed "zoggop mumbles to himself")


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 Post subject: Re: Mood is a thing for
PostPosted: 01 Mar 2012, 14:00 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
One question... if modeled a Kiwi (the Bird) as a Unit, could that sandworm swallow it? ;)


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 Post subject: Re: Mood is a thing for
PostPosted: 02 Mar 2012, 00:21 
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Joined: 07 Sep 2010, 17:47
I would feel sorry for the poor Kiwi. One question... HOW DOES I LODS?!


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 Post subject: Re: Mood is a thing for
PostPosted: 02 Mar 2012, 07:20 
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Quote:
if Spring.GetMapOptions().sand_worms == "0" then
spoonguard danger!!! protect yourself!

Quote:
in any case, how do i get sworm's LOD to not be a brown square?
could be this: http://springrts.com/wiki/Trouble-shooting_s3o_units#Disappearing_Unit

wormXZ[wID]
wormTarget[wID]
bestDist[wID]
:arrow:
worm[wID].x
worm[wID].z
worm[wID].blabla
Makes many things easier eg:
local function wormDie(wID)
worm[wID] = nil
end

instead of reseting all tables manually.


Quote:
there are roughly 33 game frames per second
30
Image

In function wormTargetting() you could skip alot of stuff if at the start you do if isEmergedWorm[uID]

Quote:
Give it a go if you like
too lazy to copy the stuff in some map to test :/

With MoveCtrl instead of attach'ing the worm could also swallow buildings and units that react lolzy to being attached, try attaching an aircraft :roll:
There is some function to read piece position in world coordinates.

Also it is absolutely essential that bigger units do not get swallowed whole but are bitten into pieces.
Like the cookiemonster that does not eat cookies but just enjoys throwing crumbles in the air :roll:
Try if you can make unit pieces explode from a gadget, maybe:
Code:
env = Spring.UnitScript.GetScriptEnv(unitID)      
if (env) then
local pieceNumber = math.random (0,table.getn(Spring.GetUnitPieceList  (unitID))) --random piece
local exploType = exploType = SFX.FALL + SFX.NO_HEATCLOUD
Spring.UnitScript.CallAsUnit(unitID, env.Explode, pieceNumber, exploType) end
(lus-units only, not tested)

Quote:
Spring.MarkerAddPoint(x, y, z, "Worm Sign")
Spring.MarkerErasePosition(x, y, z)
kinda dislike when widgets do this because it erases drawings in a radius around x,y,z.
But I guess it is up to the mod to add some better MiniMapPing (x,y,z) function. (iirc zK has that, at least i remember circles on the minimap if something gets attacked. Not sure if useable by other wupgets)


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 Post subject: Re: Mood is a thing for
PostPosted: 02 Mar 2012, 07:58 
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Joined: 07 Sep 2010, 17:47
Thanks knorke!

I'm also not really a fan of the the whole adding a marker point and erasing it thing, but I was feeling too lazy to write something that does essentially the same thing, but more aesthetically & without accidentally erasing other marker points. :-P

Just tried it out in a 1v1 game, and discovered that worm chases airplanes like a dog chasing a laser pointer. LOL need to add an if.


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 Post subject: Re: Mood is a thing for
PostPosted: 09 Mar 2012, 22:49 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Now.. i came out here.. into the sandbox..i waited..


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 Post subject: Re: Mood is a thing for
PostPosted: 09 Mar 2012, 23:02 
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Joined: 07 Sep 2010, 17:47
hope you brought a thumper

much progress: sounds, lod fixed, sworm no longer ghosts as a penis, less shitty radar icon, targetting prioritization, little lightning arcs on the sand, working on a worm sign notification widget that's not just markeraddpoint&markerremoveposition (pink lightning bolt icon instead!).

(in other words, the project is not dead)


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 Post subject: Re: Mood is a thing for
PostPosted: 09 Mar 2012, 23:46 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
the spice must flow.. now...


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 Post subject: Re: Mood is a thing for
PostPosted: 14 Mar 2012, 06:16 
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Joined: 07 Sep 2010, 17:47
spice flows

http://ge.tt/1DQeSyE

alas, no munching bit-by-bit or sworms that come in small, medium, and large... yet.


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