AATA Beta 0.9 - Page 13

AATA Beta 0.9

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Nemo
Spring 1944 Developer
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Post by Nemo »

true, but the can not move errors would only occur when they're built, not afterwards, right?

Or perhaps don't make them units, and just fixed turrets.
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FLOZi
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Post by FLOZi »

spring tries to move them off the factory yardmap.

Can buildings load units in Spring?
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Nemo
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Post by Nemo »

I think so, but that's from a rough memory of some fancy factories that Zwzgs made a while ago.

Why can't they just be turrets?
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Felix the Cat
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Post by Felix the Cat »

That would be a quick fix, just make each sort of weapon buildable by the relevant engineer as a fixed bunker. The drawback is that the weapon can't be destroyed independently of the bunker, i.e. by air attacks...
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Nemo
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Post by Nemo »

Nono...have the the gun position build the turret inside itself. That should do the trick.
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Felix the Cat
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Post by Felix the Cat »

Can buildings be built inside yardmaps?
heroesdoexist07
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Post by heroesdoexist07 »

Can you make the yardmap hollow or three-sided or somethin? Or have it kinda off to one side and build the gun somewhere else? Can collision spheres be seperate from yardmaps?
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Felix the Cat
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Post by Felix the Cat »

If you make the yardmap have more openings, then there's no point in building a bunker, since the gun inside will get shot before the bunker.
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Nemo
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Post by Nemo »

You can build turrets on top of buildings. KuroTA does this a fair bit, if I remember correctly.
heroesdoexist07
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Post by heroesdoexist07 »

I was sayin you could keep the collision spheres like they are, but have the gun built by an invisible yardmap that's off to one side, or somethin. I have this incredible ignorance of the coding of Spring, but a mindset that keeps me shoving dumb ideas towards you. Sorry for the stupidity.
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FLOZi
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Post by FLOZi »

Ummmm, OK then. :P



Bad news, I tried out the targetcategory stuff with less than stellar results. :( Tank v tank works ok, but anything vs infantry is totally buggy.
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Felix the Cat
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Post by Felix the Cat »

Anything new?
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FLOZi
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Post by FLOZi »

Spiked gave me the aircraft, I need to do some tweaking of other things and a re-upload. Bit burnt out at the minute what with being back at uni and excessive BF2 playing. :oops:
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Nemo
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Post by Nemo »

Hurrah. more AATA to play ^^

Looking forward to the new version.
Chocapic
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Post by Chocapic »

is this mod out already ?
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Das Bruce
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Post by Das Bruce »

Internal beta'ing last I recall
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Felix the Cat
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Post by Felix the Cat »

I don't have the latest version. Or maybe I do. I really have no idea.

May I suggest that the version number change along with each version of the mod? There's like 3 or 4 "AATA v0.9"s out there, and I haven't a clue which one is the latest.

Let's just rename the latest one "AATA Beta 0.10" and go up from there. Makes it a lot easier for the testers.
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FLOZi
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Post by FLOZi »

b1.7

It is still AATA 0.9 as really we (ok. I) am still in the process of porting it to Spring, making minimal gameplay changes. Once everything is working reasonably well and bugfree I will release the final 0.9 while working on AATA 1.0 with a big balance overhaul and probably other nifty stuff.

Perhaps AATA 1.0 can be renamed to AAS 0.1? Unless Absolute Annihilation already uses that acronym.
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Guessmyname
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Post by Guessmyname »

The big comp is fixed now, so I can do testing and that again
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Nemo
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Post by Nemo »

>_<

Let me know if you have any drudge work that needs doing (ie, rote messing with values, resizing, ect) and I'll be glad to help.

My problem is that I don't have any true skills - no modeling, texturing, or scripting skill here.
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