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by [Fx]Doo
09 Jan 2018, 22:09
Forum: Game Development
Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
Replies: 11
Views: 8841

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

these can be used to schedule a weapon's AimWeapon script callin reaimTime changes the *maximum* interval between calls (defaults to 15 frames), forceAim advances or delays the next call By setting reaimTime to say 1 frame, that would force the next AimWeaponX script to happen after 1 frame? Does i...
by [Fx]Doo
06 Jan 2018, 14:16
Forum: Game Development
Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
Replies: 11
Views: 8841

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

Hello! I am looking for an effective way to implement this behaviour for most units with weapons in Balanced Annihilation. https://www.youtube.com/watch?v=TcOUcNOuNaM The current trick i used to achieve this video was: WeaponDefs: Create a dummy weapon from the original weapon with these differences...
by [Fx]Doo
30 Dec 2017, 16:23
Forum: Balanced Annihilation
Topic: MO_PreventCombomb possible rework
Replies: 32
Views: 11225

Re: MO_PreventCombomb possible rework

@klap One of the option is only some kind of draw game prevention widget: It will not affect any other kinds of combombs happening during the game. @vbs This post is actually about improving the current state, by providing a constant rule rather than a modoption that can be turned off/on. If i'm ask...
by [Fx]Doo
25 Dec 2017, 23:38
Forum: Balanced Annihilation
Topic: MO_PreventCombomb possible rework
Replies: 32
Views: 11225

Re: MO_PreventCombomb possible rework

PS: isnt there a good way to decide who wins in case of 2 last comms already? 1v1 rules have this down pretty well, no? They do, but are only applied when enabled, and always apply when enabled. If disabled, random winners in the case of a combomb with last comms are possible, if enabled (which is ...
by [Fx]Doo
23 Dec 2017, 13:35
Forum: Lobby Clients & Server
Topic: Botflag request for Balanced Annihilation Autohost
Replies: 2
Views: 1746

Botflag request for Balanced Annihilation Autohost

Hello, We would like to have a BA host still hosting with spring engine 103 to allow even Mac users to take advantage of BA's latest stable version(v10). For this matter, we set up an autohost (BAStable2). All there is left is a botflag so it doesnt get kicked from the server. This bot will benefit ...
by [Fx]Doo
20 Dec 2017, 20:27
Forum: Map Creation
Topic: info about "Space map"
Replies: 9
Views: 9328

Re: info about "Space map"

LUS are Lua Unit Scripts, they basically gave me easier access to Spring.LevelHeightMap() functions when units where created. This is the LUS that controls the heightmap under the circular platforms in the corner, the metal patch in the center aswell as the beam weapon that was used. As the terrain ...
by [Fx]Doo
20 Dec 2017, 13:25
Forum: Map Creation
Topic: info about "Space map"
Replies: 9
Views: 9328

Re: info about "Space map"

This is merely something that i put together to check the possibilities of 3d models as terrain: https://youtu.be/OdQ2tVs3aTo Uses a gadget to spawn the units, and LUS to to alter terrain height according to the unit model. Also features a modified version of the "void" gadget found in Vio...
by [Fx]Doo
19 Dec 2017, 23:21
Forum: Balanced Annihilation
Topic: MO_PreventCombomb possible rework
Replies: 32
Views: 11225

Re: MO_PreventCombomb possible rework

Soccer and other team games allow draws because they have a time limit. BA doesnt. BA plays until there is a winner. Chess allow draws precisely because there are rules to force draws over losses: You cannot move your king into a check. You cannot put yourself in a situation that involves immediate ...
by [Fx]Doo
19 Dec 2017, 22:08
Forum: Balanced Annihilation
Topic: MO_PreventCombomb possible rework
Replies: 32
Views: 11225

Re: MO_PreventCombomb possible rework

Your comparision to the restrictions on transports is misplaced. This restriction was imo a bad way to deal with the overwhelming power of transport combombs versus new players or those who did not bother to make anti air. But since it has now been accepted that air combombs will make less damages, ...
by [Fx]Doo
19 Dec 2017, 16:23
Forum: Balanced Annihilation
Topic: MO_PreventCombomb possible rework
Replies: 32
Views: 11225

Re: MO_PreventCombomb possible rework

Dumbing the game down with arbitrary rules is not competitive or challenging That's kind of a paradoxal answer: Dumbing the game would mean simplification with the goal of making even the dumbest players able to fully grasp it and master it. Adding arbitrary rules adds complexity. This complexity c...
by [Fx]Doo
19 Dec 2017, 15:44
Forum: Balanced Annihilation
Topic: MO_PreventCombomb possible rework
Replies: 32
Views: 11225

Re: MO_PreventCombomb possible rework

The gameplay mechanics have been watered down to be more noob friendly over the years. Prevent combomb is anything but noob friendly. It does, as you said, complicates the behaviour with multiple layers of arbitrary rules. What makes it worse is that it can be enabled or disabled almost silently fr...
by [Fx]Doo
18 Dec 2017, 13:42
Forum: Balanced Annihilation
Topic: MO_PreventCombomb possible rework
Replies: 32
Views: 11225

MO_PreventCombomb possible rework

Hello, I am currently working on a mo_preventcombomb alternative to team and FFA games. It is mostly motivated by 2 facts: Currently, in team games, the outcome of a lastcom vs lastcom fight isn't dependant on "who is killed first" or "what weapon was used" but merely on a distan...
by [Fx]Doo
06 Nov 2017, 17:27
Forum: Balanced Annihilation
Topic: BA sea balance
Replies: 27
Views: 13143

Re: BA sea balance

Quick reminder to Ares. If you are going to blame me for you own helplesness in understanding how a game works, and how changes are done, please do so somewhere far away from us, where it won't bother the people actually actively participating in the developpement of the new version. That said, you ...
by [Fx]Doo
19 Sep 2017, 19:06
Forum: General Discussion
Topic: What exactly do current game developers want?
Replies: 41
Views: 28659

Re: What exactly do current game developers want?

If possible, i'd like something done about air units: In UnitDefs table, the TurnRadius value defines 2 things: - Can a plane directly attack its target, or shall it move away to comeback witha better alignement? This seems to be the relevant part: https://github.com/spring/spring/blob/develop/rts/S...
by [Fx]Doo
15 Sep 2017, 12:29
Forum: General Discussion
Topic: Terrible collisions pathfinding and targetting
Replies: 10
Views: 5550

Re: Terrible collisions pathfinding and targetting

[*]Units getting stuck on cliffs[/*] https://github.com/Balanced-Annihilation/Balanced-Annihilation/blob/master/changelog.txt#L21 Issue acknowledged in ba-changelog. Might ask them how they fixed it. Basically, we disallowed GroundUnitGravity, which caused ground units to jump/fall off cliffs with ...
by [Fx]Doo
04 Sep 2017, 22:49
Forum: Balanced Annihilation
Topic: Questions about BA
Replies: 31
Views: 14281

Re: Questions about BA

Checked with multiple engine version and BA 7.60 from 82.7 to 84.0 --> units properly cancel move order and get a new queue to move away from the spot 85.0, doesnt happen anymore So the change isnt BA related, but rather engine related and took place in version 85.0 I checked the changelog for this ...
by [Fx]Doo
04 Sep 2017, 20:37
Forum: Balanced Annihilation
Topic: Questions about BA
Replies: 31
Views: 14281

Re: Questions about BA

The clumping was the same, although when 50 units were ordered to move towards one spot only, they would get their order cancelled pretty quick when stucked, and then be given a move order to get away from each other. Today, the move order doesnt cancel, all units move towards the spot and collide w...
by [Fx]Doo
04 Sep 2017, 11:33
Forum: Balanced Annihilation
Topic: Questions about BA
Replies: 31
Views: 14281

Re: What exactly do current game developers want?

Brief set of myth-debunks: vehicles were actually turning right on the spot you ask them to Choice made by game. Thanks for the explanations. Any reason why this has been done with BA ? Do you know who and why it was changed wrt years ago ? the consequence of that is player picking kbot on comet 1v...
by [Fx]Doo
29 Jul 2017, 18:43
Forum: Balanced Annihilation
Topic: Engine bug or mod bug?
Replies: 12
Views: 3157

Re: Engine bug or mod bug?

without engine dev's helps I dont see how we can fix 2nd problem Afaik this is within the games control - as said above, the maverick unitscript is responsible. But its not a fun thing to try and change, plus its not fully obvious (to me) what the right behaviour would be. Transport area unload ......
by [Fx]Doo
27 Jul 2017, 18:46
Forum: Balanced Annihilation
Topic: Engine bug or mod bug?
Replies: 12
Views: 3157

Re: Engine bug or mod bug?

We have already disabled air collision iirc. Will reducing the radius really help even knowning that? It seemed recompiling the script and adding a few tags to the transport defs improved the situation alot. There are still a certain number of issues slowing the unload process (the load process seem...

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