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by Erik
07 Jan 2013, 15:09
Forum: Feature Requests
Topic: armor class as unitdef tag?
Replies: 2
Views: 585

armor class as unitdef tag?

Whats the point of armordefs.lua anyway? Why not simply implement armor class as a tag in unit definition?

Having to enter each and every unit manually is pretty annoying (especially when having a lot of copy paste - small change unit variants automatically generated).
by Erik
05 Jan 2013, 13:09
Forum: Feature Requests
Topic: Request "isBuilding" unitdef tag (bool)
Replies: 14
Views: 1169

Re: Request "isBuilding" unitdef tag (bool)

Or check for "0" and "1" in the gadget.
Would be cool to have number and bool params possible as well.
by Erik
14 Dec 2012, 13:04
Forum: Feature Requests
Topic: emit projectile
Replies: 5
Views: 897

Re: emit projectile

From a gadget plz.
by Erik
11 Dec 2012, 16:03
Forum: Game Releases
Topic: Void v3 release
Replies: 18
Views: 6314

Re: Void v3 release

Now 20% more shiny. http://springfiles.com/sites/default/files/images/spring/games/screen_3_11.png Version 3 changes: -Armory: Upgrades units with additional firepower, has a special upgrade for hero units! -Building construction animations with scaffolds. http://i48.tinypic.com/35mje61.png -Added n...
by Erik
02 Dec 2012, 16:41
Forum: Feature Requests
Topic: emit projectile
Replies: 5
Views: 897

emit projectile

A simple function to spawn a projectile
parameters: weapon,unitID(the weapon acts like fired from that unit), initial position and physical properties(velocity), target etc.
Rather odd that this doesn't exist already.
by Erik
29 Nov 2012, 11:13
Forum: Art & Modelling
Topic: smoth's junk.
Replies: 727
Views: 68638

Re: smoth's junk.

Almost enough dakka.
by Erik
27 Nov 2012, 22:19
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81231

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

This is working with Void but with an older version of shard.
by Erik
24 Nov 2012, 22:07
Forum: Game Development
Topic: Ideas for creative/interesting modes of unit production?
Replies: 41
Views: 3538

Re: Ideas for creative/interesting modes of unit production?

3) Repetition is boring. I know, online gameplay is about constant mastering through repetiton, till you are better thand this or that guy, at spasming your finger at some obscure tricks. But really interesting would be something, that constantly changes. [shameless advertisement] Void does that :o...
by Erik
21 Nov 2012, 14:16
Forum: Game Development
Topic: problems with lups
Replies: 3
Views: 544

Re: problems with lups

okay the 2nd problem is fixed now, thanks.
by Erik
20 Nov 2012, 22:36
Forum: Game Development
Topic: problems with lups
Replies: 3
Views: 544

problems with lups

1. when lups effect start there seems to be a delay(for a frame or so) before the actual image is loaded(black square), is that normal? 2. I'm also im getting this Error: LuaRules::RunCallIn: error = 2, RecvFromSynced, [string "lups/lups.lua"]:227: attempt to call field 'ActivateMaterial' (a nil val...
by Erik
05 Nov 2012, 16:57
Forum: Game Development
Topic: Spawning projectiles?
Replies: 1
Views: 370

Spawning projectiles?

I would like to spawn projectiles anywhere with any parameters ("you are going there with that speed", "you are fired by this unit").
Is that possible without hackish solutions like spawning a unit that fires the projectile.
by Erik
04 Nov 2012, 14:48
Forum: Feature Requests
Topic: Factories: Getting build percent and or unitID of unit?
Replies: 2
Views: 553

Factories: Getting build percent and or unitID of unit?

*of the unit currently being built that is.
Possible already?
If not i'd like the unitID sent to StartBuilding() as an argument.
by Erik
11 Oct 2012, 17:21
Forum: Feature Requests
Topic: Can somebody please fix missiles?
Replies: 14
Views: 1438

Re: Can somebody please fix missiles?

missile = { name = "he missile", weaponType = [[MissileLauncher]], damage = { Default = 2000, Tank = 1000, }, areaOfEffect = 350, edgeEffectiveness=0.0, reloadtime = 40.0, SoundStart=[[bigmissile]], SoundStartVolume=6.1, explosiongenerator=[[custom:tac_nuke]], cegTag = "missile_trail", soundhit=[[M...
by Erik
11 Oct 2012, 16:53
Forum: Feature Requests
Topic: Can somebody please fix missiles?
Replies: 14
Views: 1438

Re: Can somebody please fix missiles?

The missiles don't fall short. They hit their target as intended if its on the same height.
If the target is even even slightly elevated the missile steers into the ground halfway trough, no matter if it has a flight time of 5,20 or a million.
by Erik
11 Oct 2012, 11:21
Forum: Feature Requests
Topic: Can somebody please fix missiles?
Replies: 14
Views: 1438

Re: Can somebody please fix missiles?

that's flightime
No.
by Erik
11 Oct 2012, 02:20
Forum: Feature Requests
Topic: Can somebody please fix missiles?
Replies: 14
Views: 1438

Re: Can somebody please fix missiles?

So this is what happens:

Both missile launchers fire at maximum range, the southern terrain is slightly raised.

Both fire similar but halfway through the southern missile just decides to nosedive into the ground after completing half the distance.
by Erik
10 Oct 2012, 19:26
Forum: Feature Requests
Topic: Can somebody please fix missiles?
Replies: 14
Views: 1438

Re: Can somebody please fix missiles?

lifetime does not change anything and on plain ground it shoots maximum range easily, while even the tiniest hill will make it slam into the ground headfirst at about half of the distance traveled.
by Erik
10 Oct 2012, 18:31
Forum: Feature Requests
Topic: Can somebody please fix missiles?
Replies: 14
Views: 1438

Can somebody please fix missiles?

Missilelauncher type weapons cannot attack targets on hills because missiles fall short all the time.
This bug exists for ages now, could someone familiar with the code look over this?
by Erik
07 Oct 2012, 19:14
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81231

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

api.lua does not mention unit:Team(), so I had no idea it exists (and it really does, I just tested).
come to thread to ask question, see question answered, leave. Excellent service 8)

On a side note: why is my random not random in a selfmade module while it works in taskqueues?

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