Search

Search found 66 matches

by [Fx]Doo
27 Mar 2019, 19:04
Forum: Balanced Annihilation
Topic: Lesser known game mechanics
Replies: 5
Views: 557

Re: Lesser known game mechanics

When damage is dealt to a unit from different angles a bonus damage multiplier is done depending on how surrounded it is, the maximum modifier is 150% damage, for dealing attacks from 180 degrees on a single target. For this reason always aim to place pyros on opposite sides of a com when assassina...
by [Fx]Doo
28 Jan 2019, 21:28
Forum: Balanced Annihilation
Topic: bind question
Replies: 2
Views: 486

Re: bind question

I am not sure you can bind a key to a modifier. You can bind keys to actions, and one of these actions can be "fakemeta", which allows you to bind any key to the "meta" modifier. Other than this particular one, i don't think it is possible. Also, "/" is not a modifier, so you won't be able to bind i...
by [Fx]Doo
03 Dec 2018, 13:21
Forum: Balanced Annihilation
Topic: BA10s "official letter" to Chris Taylor
Replies: 28
Views: 2607

Re: BA10s "official letter" to Chris Taylor

This is just my opinion - nothing official. Models: Without remaking clean models from scratch, indeed there would be a serious copyright issue. I think that is the most problematic thing about BA. Sounds: I am not convinced that the sounds OTA used aren't part of opensource soundbanks. I do think t...
by [Fx]Doo
01 Dec 2018, 21:28
Forum: Help & Bugs
Topic: Autohosts unable to connect / host
Replies: 4
Views: 517

Re: Lobby "Update" Exploit

I did not think trit would have gone this far in his crusade. Thank you Ares. I hope this exploit gets fixed soon and its user gets banned.
by [Fx]Doo
01 Dec 2018, 14:16
Forum: Balanced Annihilation
Topic: BA dev team's attitude towards ... -- split -- (FAs changes)
Replies: 16
Views: 1542

Re: BA dev team's attitude towards ... -- split -- (FAs changes)

Again one more useless post from Forbs, qouting just small part of my sentences, not even reading my full posts, just small parts, calling players cancers who cares about => I believe it was aimed at the players who keep aiming at him, not all the BA players. And honestly that is a minimal part of ...
by [Fx]Doo
30 Nov 2018, 13:14
Forum: Balanced Annihilation
Topic: BA dev team's attitude towards ... -- split -- (FAs changes)
Replies: 16
Views: 1542

Re: BA dev team's attitude towards ... -- split -- (FAs changes)

I initially posted this on the "letter to chris taylor" thread, movig it here since it seems more appropriate: I think when you treat someone who went out of his way to provide improvements to BA like a duck, you should expect to be treated as a duck aswell. AFAIK forb never forced his ideas on anyo...
by [Fx]Doo
30 Nov 2018, 13:09
Forum: Balanced Annihilation
Topic: BA10s "official letter" to Chris Taylor
Replies: 28
Views: 2607

Re: BA10s "official letter" to Chris Taylor

Edit: moving message to the split thread that was just made.
by [Fx]Doo
29 Nov 2018, 19:49
Forum: Balanced Annihilation
Topic: BA dev team's attitude towards community, BA10 and nuke exploit
Replies: 18
Views: 2368

Re: BA dev team's attitude towards community, BA10 and nuke exploit

I'm just gonna make this clear once. No, i haven't trolled a 9.46 game with a "nuke exploit". Yes, lately, i felt like using nukes more often, for an unrelated reason. I was interested in finding the best course of action when nuking enemy team. Yes, i discovered that hax. Yes, i had a widget for th...
by [Fx]Doo
29 Nov 2018, 14:41
Forum: Balanced Annihilation
Topic: BA dev team's attitude towards community, BA10 and nuke exploit
Replies: 18
Views: 2368

Re: BA dev team's attitude towards community, BA10 and nuke exploit

Ares wrote:
29 Nov 2018, 13:19
[...]players' complaint [...] calling them trolls
Nope, again, you're the sole target of that message.
[Fx]Doo wrote:
29 Nov 2018, 00:29
You are a troll
YOU are A troll.
Singular.
by [Fx]Doo
29 Nov 2018, 00:29
Forum: Balanced Annihilation
Topic: BA dev team's attitude towards community, BA10 and nuke exploit
Replies: 18
Views: 2368

Re: BA dev team's attitude towards community, BA10 and nuke exploit

and building unsynced gadgets to target any player who disagrees. => This might sound shocking, but you are not "any player who disagrees". That gadget (which you always bring back as it is one of your fav arguments against devs) was aimed at YOU PARTICULARILY. Don't lump all the people that have v...
by [Fx]Doo
07 Nov 2018, 17:33
Forum: Lua Scripts
Topic: Enhanced Damage Dealt Counter gadget
Replies: 10
Views: 1695

Re: Enhanced Damage Dealt Counter gadget

A quick Spring.Echo(unitID, attackerID) in RerouteDamages doesn't show any sign of it being repeated for a single unitID. Is it possible that it's not actually recursive, but that the amount of UnitPreDamaged and AddUnitDamage calls in a very small time still trigger that issue ? They are all called...
by [Fx]Doo
07 Nov 2018, 13:41
Forum: Lua Scripts
Topic: Enhanced Damage Dealt Counter gadget
Replies: 10
Views: 1695

Re: Enhanced Damage Dealt Counter gadget

Hello again ! So i went and rewrote a gadget with a similar purpose. Instead of aiming for more accurate endgame stats i just focused on atleast rerouting the damages when they could result in a unit gaining experience. Here's the code i'm using: function gadget:GetInfo() return { name = "Damage Han...
by [Fx]Doo
04 Nov 2018, 15:26
Forum: Game Development
Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
Replies: 11
Views: 2446

Re: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"

I finally have something that is quite effective for COB scripts and using a 1 frame delay between each aim (using SetUnitWeaponState()) A gadget calls "SetWeaponXTurretSpeed" when custom params exist, another one sets up the reaim time Most of the things to know are explained in the weaponcontrol h...
by [Fx]Doo
29 Oct 2018, 13:51
Forum: Game Development
Topic: [Feature Request] Unsynced CEGs
Replies: 8
Views: 1260

Re: [Feature Request] Unsynced CEGs

It is orientated for players indeed. The question right now is wether or not the players need to tune down max particles in order to save some perfs, and have had some negative impact from doing so, which could be helped by having lowQ cegs that don't cost as much particles (fit into the particle li...
by [Fx]Doo
27 Oct 2018, 14:31
Forum: Game Development
Topic: [Feature Request] Unsynced CEGs
Replies: 8
Views: 1260

[Feature Request] Unsynced CEGs

Relative to this mantis ticket: https://springrts.com/mantis/view.php?id=6058 What motivates this is that using maxparticles count is a limit that can "hide" some effects completly and wont provide an equally lowered quality on all CEGs, meaning while it helps with framerates it can alter game exper...
by [Fx]Doo
03 Oct 2018, 22:47
Forum: Map Creation
Topic: RandomMapGen
Replies: 0
Views: 764

RandomMapGen

Repo link: https://github.com/Fx-Doo/RandomMapGen This "map" actually consists of a blank smf/smt for a 8x8 sized map + gadgetry + some texture files What this gadgetry does is generate the heightmap, place metal spots, add texture and add trees. Heightmap generation is based on a modified Square-Di...
by [Fx]Doo
16 Sep 2018, 11:28
Forum: Game Development
Topic: AllowUnitTransport(Load/Unload)
Replies: 2
Views: 579

Re: AllowUnitTransport(Load/Unload)

I've started with a simple distance check and allowing if 3D distance is under said value for air transports. It seems to be doing the trick for now!
I'm planning on improving via MoveCtrl-ing the loading/unloading planes if needed. That should allow consistency of load/unload times.

Thank you :)
by [Fx]Doo
02 Sep 2018, 13:48
Forum: Game Development
Topic: AllowUnitTransport(Load/Unload)
Replies: 2
Views: 579

AllowUnitTransport(Load/Unload)

Hello! This post is related to https://springrts.com/mantis/view.php?id=6012: I'll sum up the mantis report a bit here: Unloading with air transports: -Sometimes it will just take much more time (up to 10 seconds sometimes) to unload a unit, when the transport is roughly over the unload spot. It doe...
by [Fx]Doo
06 Jun 2018, 18:34
Forum: Balanced Annihilation
Topic: Weird bounce
Replies: 18
Views: 2224

Re: Weird bounce

Tested something lately (but sadly erased the change like a newbie). Since i could inject some "avoidance"-like code into the common vehicle script that we have, written in LUS, i gave it a quick try. Goal was to "add" slows to the already existing avoidance script. How it was done was by slowing do...
by [Fx]Doo
01 Jun 2018, 23:30
Forum: Balanced Annihilation
Topic: Weird bounce
Replies: 18
Views: 2224

Re: Weird bounce

What you call "avoidance", is that the green arrow in debugpath mode? The ones that appear when a unit gets close to another one and seems to create a turn in the opposite direction to avoid it? Kinda make sense but I still want to make sure. // do not avoid statics (it interferes too much with PFS)...

Go to advanced search