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by jseah
03 Jul 2013, 04:07
Forum: Lua Scripts
Topic: Attack area visualization widget
Replies: 10
Views: 3661

Re: Attack area visualization widget

PepeAmpere wrote:
jseah wrote:ONLY WORKS ON SPRING 94.0+
Maybe you should specify, that YOUR widget works only with spring 94+, not a1983's work. Otherwise it can cause missunderstanding 8)
Agreed, I have edited my post.
by jseah
29 Jun 2013, 15:41
Forum: Lua Scripts
Topic: Attack area visualization widget
Replies: 10
Views: 3661

Re: Attack area visualization widget

I made a similar widget, mine only works on 94.0+ though

http://www.mediafire.com/?6b2r5rxfu5brhw5

Similar work using new 94.0 TryTarget functions. Was not aware of this when I made it.

Pics:
http://i253.photobucket.com/albums/hh47 ... n00006.png
by jseah
13 Jun 2012, 23:23
Forum: Map Creation
Topic: And you said spring is ugly?
Replies: 69
Views: 14373

Re: And you said spring is ugly?

Currently, this map fails to load with mod: ZK lobby: ZKL Something to do with units. I went into the units folder and replaced the alltreeunits.lua file with individual unit files for the trees and it now works. - Although the trees cause Chilli Cursortip to crash, which I am not qualified to fix L...
by jseah
06 Apr 2012, 15:43
Forum: Feature Requests
Topic: New Lua function: HasClearFiringLine
Replies: 2
Views: 1291

New Lua function: HasClearFiringLine

http://springrts.git.sourceforge.net/git/gitweb.cgi?p=springrts/springrts;a=blob;f=rts/Sim/Weapons/Weapon.cpp;h=d4d852eb206449890fd23100d6de897a7851bfb6;hb=HEAD Could I request that HaveFreeLineOfFire or TryTarget become callable as a Lua function? More precisely, I would like a function that return...
by jseah
20 Mar 2012, 23:04
Forum: Lua Scripts
Topic: Detection of clear firing lines
Replies: 0
Views: 733

Detection of clear firing lines

From the ZK forum AA micro thread: http://zero-k.info/Forum/Thread/1076 I'm now considering the problem of firing lines. Basically, I have no easy way of detecting if a tower can fire at a certain unit or if an ally/hill is in the way. Spring engine does it apparently, since towers on fire at will a...
by jseah
10 Sep 2011, 15:17
Forum: Feature Requests
Topic: Let widgets use some COB functions
Replies: 0
Views: 858

Let widgets use some COB functions

Could I ask that some of the COB functions (eg. GetCOBUnitVar) get moved to widgets instead of being gadget-only?

If the widgets can't write to the unit data, they won't need to be on everyone's machine. Sometimes reading it is useful. (detecting when a unit is firing)
by jseah
02 Sep 2011, 12:59
Forum: Help & Bugs
Topic: ZK wolverines not firing: Indirect fire trajectory
Replies: 1
Views: 620

ZK wolverines not firing: Indirect fire trajectory

http://zero-k.info/Forum/Thread/914 I asked why wolverines refuse to fire up onto a cliff and got told that it was an engine problem. Could someone clarify what the problem is? It seems pretty simple to have the engine do a calculation of where the projectile will land without including error bars a...
by jseah
08 Aug 2011, 12:00
Forum: Feature Requests
Topic: Share Unit Control
Replies: 1
Views: 1632

Share Unit Control

Cross posting from the ZK forums: http://zero-k.info/Forum/Thread/810 Played warcraft a bit for nostalgia's sake and noticed the share control function. Basically, you check the box next to a player's name and that ally can control your units too. A notification pops up to tell them, of course. This...
by jseah
21 Jun 2011, 07:30
Forum: Engine
Topic: Multi-Touch Interaction in Spring
Replies: 23
Views: 7734

Re: Multi-Touch Interaction in Spring

Here's another suggestion: When making a build queue, you can allow the dragging of the unit/building icon from the list to the queue. Eg. in the video, when you had the gunship fac selected, you could just touch-drag the icon for a brawler into the queue at the bottom and have the fac build it. Sim...
by jseah
26 Apr 2011, 21:02
Forum: Zero-K
Topic: Unlocks and experienced players
Replies: 134
Views: 27468

Re: Unlocks and experienced players

Well, there have been times that I wish I had Singularity Reactor. Although in every PvP game I've played, I've come to thank myself for not buying it. Either I find and destroy the enemy's one (and a good chunk of infrastructure with it) or enemy bombers/raiders would have destroyed mine had I had ...
by jseah
25 Apr 2011, 14:31
Forum: Zero-K
Topic: Bow down
Replies: 11
Views: 2776

Re: Bow down

1) The Puppy are cool as hell, but don't really seem to *fit* into ZK. That sucker could be a whole game all on its own. I like it. Gimmicks like the puppy and the newton give ZK an interesting air, where you can do risky experimental stuff that mostly never works but when it does... In fact, I wou...
by jseah
16 Apr 2011, 00:00
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 132725

Re: Skirmish AI: E323AI 3.22.4

4 E323s and 2 KAIs? The thing is that KAIs have a tendency to operate huge swarms of units and refuse to attack defences that are too much for their units. E323AI continually probes defences and skirmishes, forcing those defences to be constructed. The way to defeat them lies in simply abusing air p...
by jseah
14 Apr 2011, 20:33
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 132725

Re: Skirmish AI: E323AI 3.22.4

Zydox wrote:No new version on it's way?

I like playing against this AI, but it's still a bit to easy to porc it to death...
If you mix E323AI with KAI and count them as 1 player, it plays semi-decently in BA.
by jseah
31 Jan 2011, 23:38
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 132725

Re: Skirmish AI: E323AI 3.22.4

Played shore to shore. AI did nothing, but the logs from verbose settings told me that it kept finding the build positions blocked.

Strange that.
by jseah
31 Jan 2011, 22:53
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 132725

Re: Skirmish AI: E323AI 3.22.4

Yes, the sonars were built by me. When I realized the AI wasn't going to have any sonar at all (and thus can't see my sonar stations), I used my comm to build forward sonar stations because they give LOS in fog of war. At one point doing this gave me LOS to their hover fleet and allowed my battleshi...
by jseah
30 Jan 2011, 15:50
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 132725

Re: Skirmish AI: E323AI 3.22.4

Here, have a replay. This is my second game vs the new 3.25 AI. Lost my first >.<, had to relearn spring for a bit. Notes: AI can't deal with underwater units. Built sonars to get visuals on hovers! Underwater construction vehicles ignore my undefended mexes. Needs to build stuff that launch torps. ...
by jseah
18 Nov 2010, 22:11
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 132725

Re: Skirmish AI: E323AI 3.22.4

I tried a pretty strange strategy (for me at least)

Instead of trying to outbuild the AI, I just microed a small force with commander support.

Which won me the game at 10 minutes. AI needs targeting priority (shoot my commander first).
by jseah
12 Nov 2010, 20:01
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 132725

Re: Skirmish AI: E323AI 3.22.4

My bad, sorry for not reading thoroughly.

Here, have a replay. =P

Same strategies worked as for the earlier version.
by jseah
12 Nov 2010, 17:03
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 132725

Re: Skirmish AI: E323AI 3.22.4

Crash after start countdown, infolog attached.

1v1 DSD
BA 7.18

AI log folder wasn't generated... =(
by jseah
27 Jun 2010, 07:47
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 132725

Re: Skirmish AI: E323AI 3.19.1

My brother looked at the source for slogic's E323AI 3.21.1 and we made a hack that forced the AI to only build air. Combined with normal 3.21.1, I find it provides a more challenging gameplay due to air raiding. Idea to make one AI do air start was taken from BAI's land/eco/air division between thre...

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