Eh, what's this MultiReclaim thingy?

Eh, what's this MultiReclaim thingy?

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Argh
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Joined: 21 Feb 2005, 03:38

Eh, what's this MultiReclaim thingy?

Post by Argh »

In CA, there's a section like this:

Code: Select all

[RECLAIM]
{
multiReclaim=1;
reclaimMethod=0;
transportGround=1;	//0 = all ground units cannot be transported, 1 = all ground units can be transported (mass and size restrictions still apply). Defaults to 1.
transportHover=1;	//0 = all hover units cannot be transported, 1 = all hover units can be transported (mass and size restrictions still apply). Defaults to 0.
transportShip=0;	//0 = all naval units cannot be transported, 1 = all naval units can be transported (mass and size restrictions still apply). Defaults to 0.
transportAir=1;	//0 = all air units cannot be transported, 1 = all air units can be transported (mass and size restrictions still apply). Defaults to 0.
}
There's nothing about this in FishEye, though. So, is this dependent on LUA? Meh, it all looks useful to me...
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rattle
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Post by rattle »

What does the transport stuff have to do with reclaim?
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Argh
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Post by Argh »

I dunno, it's all in their MODRULES.TDF, and yet it doesn't look like it's in Spring, ah well.
trepan
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Post by trepan »

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Argh
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Post by Argh »

Ok, but do those things have any meaning outside of CA? I was trying to check that stuff for this version...
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

No, we've decided to start customizing the spring engine
so that it is optimized for CA. You'll start seeing a lot more
'CA-only' tags in such config files as modrules.tdf, armor.txt,
gamedata/defs.lua, etc...

P.S. For those who don't know sarcasm, this is it.
Ask a stupid question (and yes, such things do exist),
and get a stupid answer ;-)
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

The [DISTANCE] and [EXPERIENCE] sections only exist in SVN code.
The transport tags are not in the [RECLAIM] section, that's probably
something that you should have noted.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

<shrugs> that is how it is in ca-r548.sdd, which I have sitting on my desktop. I didn't claim it made any sense ;)
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smoth
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Post by smoth »

multi reclaim is cool, who added that?
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Oh, and don't forget the rest of this. There are quite a few new things in ModRules, one of those areas of Spring I thought had been virtually abandoned due to LUA:

Code: Select all

[RECLAIM]
{
  multiReclaim=1;  // defaults to 0
  reclaimMethod=0; // defaults to 1
}

[TRANSPORTABILITY]
{
  transportGround=1; // defaults to 1
  transportHover=1;  // defaults to 0
  transportShip=0;   // defaults to 0
  transportAir=0;    // defaults to 0
}

[DISTANCE] 
{
builderUse2D=0;
}

[EXPERIENCE] 
{
powerScale=1.0;
healthScale=0.7;
reloadScale=0.4;
}

[FIREATDEAD]
{
fireAtKilled=0;
fireAtCrashing=0;
}
I would like to know what powerScale does... and is reloadScale's default really that low? I need to look at that code and get a feel for how the scaling actually works...
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

what does multireclaim do?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Allow multiple conbots to reclaim a corpse at ocne for extra speed?
tombom
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Joined: 18 Dec 2005, 20:21

Post by tombom »

Read trepan's post! The thing he linked has comments which answer those questions...

MultiReclaim has been in ages, it was from the same patch with gradual reclaim IIRC.
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theHive
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Joined: 13 May 2007, 06:54

Post by theHive »

tombom wrote:Read trepan's post! The thing he linked has comments which answer those questions...

MultiReclaim has been in ages, it was from the same patch with gradual reclaim IIRC.

Code: Select all

[RECLAIM]
{
  multiReclaim=1;  // defaults to 0
  reclaimMethod=0; // defaults to 1
}

[TRANSPORTABILITY]
{
  transportGround=1; // defaults to 1
  transportHover=0;  // defaults to 0
  transportShip=0;   // defaults to 0
  transportAir=0;    // defaults to 0
}

[DISTANCE]
{
  builderUse2D=0;  // defaults to 0
}

[EXPERIENCE]
{
  // these are all used in the following form:
  //   value = defValue * (1 + (scale * (exp / (exp + 1))))

  powerScale=1.0;   // defaults to 1.0
  healthScale=0.0;  // defaults to 0.7
  reloadScale=0.5;  // defaults to 0.4
}
That tells us nothing as far as I can see. Can you see something I can't?
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

duh i can't read either
sorry :(
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Pxtl
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Post by Pxtl »

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