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Posted: 12 Apr 2007, 01:43
by MadRat
Abokasee wrote:Can you have a minus impulse attack like impulseboost -5.095? so it drags units toward it?
That is a good question. I bet the answer is no. But the difference is the current function probably discards sub-zero computational results.

Posted: 12 Apr 2007, 09:10
by Abokasee
MadRat wrote:
Abokasee wrote:Can you have a minus impulse attack like impulseboost -5.095? so it drags units toward it?
That is a good question. I bet the answer is no. But the difference is the current function probably discards sub-zero computational results.
LOL I treid it, instead of them pushed back as usual when you have +impulse instead it flings them in the air :lol: and if its a beam weapon you can have a sort of sling shot XD

Posted: 12 Apr 2007, 17:10
by KDR_11k
imb: A weapon with a very small arc that points directly downwards and set MAX_SPEED to 0 when it fires.

Posted: 12 Apr 2007, 17:30
by rattle
MadRat wrote:
Abokasee wrote:Can you have a minus impulse attack like impulseboost -5.095? so it drags units toward it?
That is a good question. I bet the answer is no. But the difference is the current function probably discards sub-zero computational results.
The answer is no because if it works at all, it would pull the enemy unit towards the collision point OR it will just flip directions.

Posted: 12 Apr 2007, 19:18
by imbaczek
kdr: thanks, tried several combinations of BOS/FBI/weapon TDF and one worked ^^ now off to add some magic Lua topping...

Posted: 19 Apr 2007, 00:53
by Snipawolf
So.. What do I need to do to make it keep the turret in place?

I have turret=0 and all the aiming scripts set up and maxangle and main weapon set up, too! Why doesn't it work..?

Posted: 19 Apr 2007, 08:35
by KDR_11k
Keep the turret in place? Just don't script any attacking animation. Make it only shoot at the front? Use WeaponMainDirX and MaxAngleDiffX.

Turret=0 is meant for airplanes, don't use it for other stuff.

Posted: 22 Apr 2007, 05:43
by Snipawolf
Ahhhh, much clearer, now.

Thanks a lot. :mrgreen:

Posted: 22 Apr 2007, 08:49
by Snipawolf
HELL YEAH! The factory works! Units and everthing, not a slight problem!

Posted: 22 Apr 2007, 09:08
by Snipawolf
Okay, quite a weird problem...

15000 worker time, and 2 build time, and it takes it about 1 minute to build :shock:

Posted: 22 Apr 2007, 11:03
by KDR_11k
Did you set INBUILDSTANCE to 1?

Posted: 22 Apr 2007, 18:42
by Snipawolf
Yeah, sure did :lol:

Oh well, if it works with the other buildings I could care less.

Posted: 22 Apr 2007, 18:56
by KDR_11k
Also 15000WT on 2 BT will cause a huge resource usage.

Posted: 22 Apr 2007, 18:58
by Snipawolf
Well, its 300 metal and 1 energy.... I really have no idea what is going on right now...


But, my factory has 100 workertime or so, builds a tank that cost 200 metal, and has a buildtime of 1000... And it works fine, roughly builds one every ~20 seconds (10 second error margin, I forgot the exact number).

Posted: 22 Apr 2007, 19:15
by KDR_11k
Yes but the smallest increment Spring can build is 1/32 of the Workertime, for 16000 workertime that would be 500. If a unit costs 5 metal and has a BT of 1 while being built by something with a WT of 16000 the player ends up paying 2500 metal.

Posted: 22 Apr 2007, 19:17
by Snipawolf
That's why I know its screwed up...

I was talkin to Chris and I said "There is no way in hell it should be taking more than 1/1000th of a second or so!" and, I can't find a fix...

Posted: 22 Apr 2007, 21:19
by KDR_11k
Do you have the resources? I know I had such buildtimes when I didn't set INBUILDSTANCE to 1 and the builder kept adding some "idle value" to the construction (probably used to avoid decay even when stalling).

Posted: 22 Apr 2007, 21:35
by Snipawolf
Resources? metal and energy?

Of course, its one of the first things you can build, so I dunno...

If you wanna see scripts/fbi, I can drop em off in a PM...

Posted: 22 Apr 2007, 21:45
by KDR_11k
Do you have ~250 times the cost of the unit in your storage?

Posted: 25 Apr 2007, 01:21
by Snipawolf
250 times? Nope.

Is there any way to make a transport load units up at a specific part or parts?