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by Firenu
07 Jul 2006, 05:18
Forum: Off Topic Discussion
Topic: cheating on in spring games - i think it's occurring
Replies: 33
Views: 4008

Just my 2 cents: it is possible to use groupAIs to micro units, and it is possible to just make a group ai hardcoded to spam simple resource structures. but honestly, either you wont gain anything, or it will be blatantly obvious youre "cheating" if you know what youre looking for, especia...
by Firenu
07 Jul 2006, 04:33
Forum: Game Development
Topic: How many people actually play the AA variants?
Replies: 45
Views: 6784

Why is everyone so dependant on someone else hosting? If there were no games at all hosted, would you just sit in the lobby and not play? Maybe theyre behind a NAT (typically broadband router) or has something else blocking incoming connections so they cant host. i mean most people are on broadband...
by Firenu
07 Jul 2006, 04:29
Forum: Game Development
Topic: How many people actually play the AA variants?
Replies: 45
Views: 6784

The (B) variant seems to get occaisional play. I'm surprised how many players don't play the (F) variant, given how many people would like vehicles to be easier to get to. Overall, though, I see maybe 1 game in 20. [..] I havent played (F) because i didnt know what it was until now :P Occasionally ...
by Firenu
07 Jul 2006, 04:26
Forum: Game Development
Topic: PorcBusters MOD
Replies: 14
Views: 2173

i believe theres nothing technically stopping transports from moving turrets, just that the ones in current mods have a lot of mass (for a while you could transport those lvl1 flamethrower turrets in AA)
by Firenu
07 Jul 2006, 04:24
Forum: Game Development
Topic: Unit Request For Dev
Replies: 44
Views: 6140

come to think of it, terran barracks in starcraft can fly :P but not build while flying
by Firenu
07 Jul 2006, 04:21
Forum: Game Development
Topic: Unit Request For Dev
Replies: 44
Views: 6140

its impossible to create a non hacked moving factory which doesnt do silly things with waypoints that was my thought too, since factories actually are ->canmove but with speed 0 (the waypoint out is when you command it to move) maybe base it on the principle in the combat con vehicles/kbots in xta/...
by Firenu
07 Jul 2006, 00:03
Forum: Game Releases
Topic: CvC mod 0.4
Replies: 75
Views: 21012

okay it was real weapons. hm. :S the insane ranges gives kai sick advantages, i gotta do some tweaking
by Firenu
06 Jul 2006, 23:56
Forum: Game Releases
Topic: CvC mod 0.4
Replies: 75
Views: 21012

the second attack range thing around all the cheapest drone units, is that some sort of radar thingy?
by Firenu
06 Jul 2006, 23:52
Forum: Game Releases
Topic: CvC mod 0.4
Replies: 75
Views: 21012

also just wanted to mention, kai stalls when trying to build something at closest build site of the Titan, because (im guessing) the unit script doesnt move it far enough to get it out of the area the building will be in (which is on top of the commander, since that was the closest spot). or maybe i...
by Firenu
06 Jul 2006, 17:31
Forum: Engine
Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
Replies: 18
Views: 2099

Firenu wrote:Tournesol wrote how he thinks it would work if added to GetValue:

Code: Select all

*snip*
Apperantly tournesol sent this tvo before going on vacation
by Firenu
06 Jul 2006, 17:15
Forum: Engine
Topic: comments in TDF files, but HTTP contains // - howzit work?
Replies: 12
Views: 1911

for the parser i suppose it could be solved like in java strings. for instance \n means new line in a java string, so if you actually want to print \ and n, you do \\ because \\ means \ :P "moo\n" = moo then a new line "\\" = the character \ "\t" = tab would make it som...
by Firenu
06 Jul 2006, 17:04
Forum: Engine
Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
Replies: 18
Views: 2099

thanks, AF =) atm generally i cache a unit list as a member variable, like in the header make int unitArray[MAXUNITS]; so memory usage and cpu time isnt wasted each time a version of getenemies or getfriendlyunits is called, just for allocating the array at least in classes that do these things a lo...
by Firenu
06 Jul 2006, 14:28
Forum: Engine
Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
Replies: 18
Views: 2099

okay that was three lines, not one :P
by Firenu
06 Jul 2006, 14:20
Forum: Engine
Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
Replies: 18
Views: 2099

Tournesol wrote how he thinks it would work if added to GetValue: The new GetValue function. Its in AICallback.cpp: bool CAICallback::GetValue(int id, void *data) { verify(); switch (id) { case AIVAL_NUMDAMAGETYPES: *((int*)data) = DamageArray::numTypes; return true; case AI_EXCEPTION_HANDLING:{ *(b...
by Firenu
04 Jul 2006, 18:20
Forum: Engine
Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
Replies: 18
Views: 2099

Well whatever. I just want a const pointer to the already existing float array, and if it has to follow a specific interface, show me how. Its a one-line function in either case, afaik.
by Firenu
04 Jul 2006, 17:56
Forum: Engine
Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
Replies: 18
Views: 2099

The map lines thing works nicely. Do you have a similar example of getting information out rather than in?
I dont see how getmaplines follows this interface
by Firenu
04 Jul 2006, 17:45
Forum: Engine
Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
Replies: 18
Views: 2099

NTai has a slope calculation method that uses a similar if not the same method as spring to calculate slopes. So does kai, but every little difference between between our slopemap and the spring slopemap results in less than optimal performance. Theres also some issues about matching resolution (or...
by Firenu
04 Jul 2006, 16:30
Forum: Engine
Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
Replies: 18
Views: 2099

Slopemap: Request for spring AI callback feature GetSlopeMap

Slopemap: Request for spring AI callback feature GetSlopeMap() During some of the work relating to the pathfinder we are using in KAI, we found ourselves trying to estimate the slopemap being used internally in spring. So instead of trying to emulate the calculation in an already existing spring fea...
by Firenu
30 Jun 2006, 20:26
Forum: Help & Bugs
Topic: New scrollwheel zoom-in
Replies: 8
Views: 1753

also, the behaviour is different depending on whether youre zooming in and out. zooming out then in should leave you focused on the same position when you havent moved the cursor. but it doesnt unless youre pointing at the exact middle of the screen. (the point on the map under the cursor should sti...
by Firenu
30 Jun 2006, 20:14
Forum: AI
Topic: AAI: Inactivity, what's wrong?
Replies: 26
Views: 3917

does anybody know if it is possible to get that information using the ai interface? It certainly isnt in IAICallback* callback; It is however in the script.txt file that is generated before spring starts. [GAME] { Mapname=TEHPINK_hard.smf; StartMetal=1000; StartEnergy=1000; MaxUnits=4212; StartPosT...

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