builder competition

builder competition

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Subtle?

No
1
8%
Hell no
2
17%
Most definately no
0
No votes
sledgehammers are more subtle than this
8
67%
yes
1
8%
 
Total votes: 12

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

builder competition

Post by Guessmyname »

Heres a nice TA:S competition for you:

here: http://www.fileuniverse.com/?p=showitem&ID=1815 is a zip file containing two units and a gamedata file. This replaces the comms with an untextured (well, flatshaded) Psychasi Robotic Construction Lander (Psychasi "Commander" - CZTA) that is refusing to build stuff properly - the nanoframe comes up but the nanoboom won't aim thus preventing the nanolathe from lathing. You win if you can make the stubborn RCL build the Ore Refinery (Also included, flat shaded, and untested because I haven't built it ingame yet)

Bonus point for fixing the Ore Refinery if its broken (hopefully it won't be)

On your marks...

...Get set...

...Go!!!!!

(P.S. Winner gets free mention in CZTA credits)
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

you guys are a lot of help...
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Perhaps people don't like to work under the pressure of the competition ? ;)
Sorry, but I know nothing at unit making.
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

I mean why do you start a poll about a competition if you need help with a unit?
Not many people can help you with this, you might need to wait 2-3 day's before someone with the skill and time takes a look at it.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

The competition thing was a joke
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Yes, I know it's a joke, but people how are in the know about the stuff you need help with probably learned about it because they liked to get a project working them self.
So they are probably working on there own thing.
If you need there attention you need to get to the point and know you are lucky if someone actualy helps you with it.

It's not like you throw a unit at them and say "fix this, it it won't work".
And when it's not fixed within a day complain about it.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Fair point
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Now that its been some time, does anyone have a clue as to what's going on?

Are builders handled differently in Spring?

I'm going to look through other builder's .bos scripts and see what they do (I've already looked at the con veh)
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

Spring handles builders practically the same as TA does. If there is a builder problem, it's something rather tricky. I'll have a look.
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

Well... There's nothing wrong with your script... no, really.

Except that it didn't want to compile at first... but that was an include file problem. The actual problem I suspect your unit has is that the delay you put in the activatescr() is a tad too long. <20> isn't 20 milliseconds, it's more like several seconds. So you have to just wait a bit, and it'll start.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Hmm. I've tried removing the delay entirely, I've tried reducing it, and I've even left it running for about 10 minutes at speed 3.

No build. Maybe its an fbi problem?

On a happier note, I've got the Infantry Training Centre semi-working: It builds, but the units inside can't get out (you have to do it manually using FPS mode) and the doors won't open and close.

Its also a tad (as in far, far) too small

The last too shouldn't take me long to fix, and I suspect the first to be a footprint issue

Oh and the infantry run like pansies too...
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

I don't know what's your problem then. It compiles and works perfectly for me. Make sure it does compile for you, then try to tamper with the statechg.h file in the Includes folder of the Scriptor, namely you need to remove the first part of the file before the "#ifdef TA". It solved my "doesn't compile" problem.
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