Search found 100 matches
- 28 Mar 2018, 11:13
- Forum: Map Creation
- Topic: Faking steep cliffs
- Replies: 19
- Views: 17185
Re: Faking steep cliffs
You'd need to handle terrain deformation for those areas, somehow.
- 06 Feb 2018, 17:17
- Forum: Game Development
- Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
- Replies: 11
- Views: 9092
Re: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
It changes how often the weapon calls script AimWeapon (the maximum value). The default value is 15 frames (0.5s).
- 21 Jan 2018, 08:36
- Forum: Balanced Annihilation
- Topic: MO_PreventCombomb possible rework
- Replies: 32
- Views: 11826
Re: MO_PreventCombomb possible rework
Return Gaia? Fails for PvE mods but BA isn't one.there is currently no way to declare that "everyone lost"
- 03 Jan 2018, 19:22
- Forum: Game Development
- Topic: what are the hard limitations of this engine?
- Replies: 15
- Views: 9303
Re: what are the hard limitations of this engine?
Map incline is indeed limited to 90' but if you just want bridges/overhangs for visuals they can be faked.
- 03 Jan 2018, 19:13
- Forum: Lua Scripts
- Topic: How to set a building-unit into placement mode
- Replies: 5
- Views: 2574
Re: How to set a building-unit into placement mode
SetCommandActive I assume you're talking about SetActiveCommand. How are you using it? This shouldn't work: Spring.SetActiveCommand(-UnitDefNames.peewee.id) Try this instead: local cmdIndex = Spring.GetCmdDescIndex(-UnitDefNames.peewee.id) Spring.SetActiveCommand(cmdIndex) Or: Spring.SetActiveComma...
- 29 Nov 2017, 14:36
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 53066
Re: Random WIP 2017
The mech looks cool, is there a texture?
- 22 Nov 2017, 18:34
- Forum: Engine
- Topic: Removing SM3 support
- Replies: 11
- Views: 3406
Re: Removing SM3 support
I support removal.
- 27 Oct 2017, 11:41
- Forum: Balanced Annihilation
- Topic: BA sea balance
- Replies: 27
- Views: 14348
Re: BA sea balance
a map design feature, alowing the creator of the map to decide whether they want land-based or water-based mexes Do you mean underwater- and surface-? In this case you still need a modside default for existing sea maps. Back when CA had the first sea revamp the changes were roughly: * regular mexes...
- 20 Oct 2017, 12:16
- Forum: Engine
- Topic: Maintenance branch
- Replies: 20
- Views: 8310
Re: Maintenance branch
I suggested to let games(zk) handle this: https://github.com/ZeroK-RTS/Zero-K/issues/2535 I think this is better since the GL changes will be tested If you let ZK handle it then ZK just stays at 104.0 for a while and the GL changes will not be tested. Note that with maintenance branch they do not g...
- 06 Oct 2017, 15:15
- Forum: Linux
- Topic: Packaging 104 for Debian: shared libraries
- Replies: 4
- Views: 6519
Re: Packaging 104 for Debian: shared libraries
Squish appears to have been pwnt.
- 06 Oct 2017, 15:02
- Forum: Game Development
- Topic: New Game
- Replies: 4
- Views: 1624
Re: New Game
You might have more luck if you specify what you have to offer.
- 22 Sep 2017, 19:46
- Forum: Feature Requests
- Topic: independent 'clan' or 'skill' ts count for better balance
- Replies: 15
- Views: 12769
Re: independent 'clan' or 'skill' ts count for better balance
You can have the system output rough balance quality without revealing precise TS values.
- 18 Sep 2017, 16:27
- Forum: General Discussion
- Topic: Changes to moderation & lobbyserver
- Replies: 16
- Views: 11211
Re: Changes to moderation & lobbyserver (split)
Effectively, a botflag has become a "trusted semi-automated helpful user" flag. I thought the bot flag does more than just bandwidth limit, in this case it sounds fine to have them together (the name could reflect this new state of affairs but that's a minor cosmetic thing). You aren't be...
- 18 Sep 2017, 14:54
- Forum: General Discussion
- Topic: Changes to moderation & lobbyserver
- Replies: 16
- Views: 11211
Re: Changes to moderation & lobbyserver
Hosts that do not have a botflag will be limited to 10 players. I think it's a bad idea to tie this to the existing bot flag. * what if I want to host a 6v6 manually? I am not a bot so giving me the bot flag is inappropriate, especially since the wikipage also says Note: A botflagged user account s...
- 13 Sep 2017, 20:43
- Forum: General Discussion
- Topic: Terrible collisions pathfinding and targetting
- Replies: 10
- Views: 6031
Re: Terrible collisions pathfinding and targetting
Is there something like /debugcolvol for pathing/targeting or some other tool to help nail those issues down? debugpath (alt+P) for pathing. For targeting: /debugcolvol already shows a red dot for aim-at pos (if it's different from mid pos - the purple dot), yellow dots for each weapon's aim-from p...
- 13 Sep 2017, 16:35
- Forum: Ingame Community
- Topic: OverKillHost1 Moderator Feedback - ADOLF
- Replies: 72
- Views: 27893
Re: OverKillHost1 Moderator Feedback - ADOLF
If you want people to be less verbally aggressive it might help if you lead by example.Forboding Angel wrote:What the fuck? Excuse me? You better fucking check yourself
- 08 Sep 2017, 13:11
- Forum: Balanced Annihilation
- Topic: Questions about BA
- Replies: 31
- Views: 16351
Re: Questions about BA
-call UnitMoveFailed event only for via Script.SetWatchUnit registered UnitDefs -- This one seems to be really relevant According to a quick github search there are no gadgets in BA that rely on this call-in at the moment, though that does not necessarily mean that it was not relevant (perhaps one ...
- 06 Sep 2017, 18:58
- Forum: Ingame Community
- Topic: OverKillHost1 Moderator Feedback - ADOLF
- Replies: 72
- Views: 27893
Re: OverKillHost1 Moderator Feedback - ADOLF
I don't know the guy but his name itself raises more red flags than 1956 China.
- 22 Aug 2017, 13:07
- Forum: SpringBoard
- Topic: Reliably setting feature and unit IDs on creation
- Replies: 21
- Views: 15289
Re: Reliably setting feature and unit IDs on creation
Asking that IDs are both choose-able and permanent with 100% reliability is not compatible with asking that they are also unique; the engine has to have the option to say "sorry, the ID you want is already in use" This wouldn't be a problem if you could recycle the ID immediately, without...
- 21 Aug 2017, 18:59
- Forum: SpringBoard
- Topic: Reliably setting feature and unit IDs on creation
- Replies: 21
- Views: 15289
Re: Reliably setting feature and unit IDs on creation
The delay makes any solution very inelegant though. Blinking out of existence (even for 3 frames) can have minor gameplay consequences but, more importantly, is just very unpolished visually and looks like a bug. What if Spring.DestroyUnit had an extra boolean parameter that just hard-removed the un...