unit range issue - Page 2

unit range issue

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Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: unit range issue

Post by Senna »

luckywaldo7 wrote:You actually stopped sticking things in DSD for a while, presumably because you were ordered to stop by mods? You started doing it properly by making mutators and independent mod files, like Tech Annihilation.

Not surprised or happy to see you at the good old DSD tricks again.
U dont know where Tech Anni come, or have so few info.

And btw see the title of this topic, not gonna keep discusing with you here, PM me if u want keep discusing this. this thread is not to talk about this
Pako
Posts: 174
Joined: 12 Jul 2009, 18:57

Re: unit range issue

Post by Pako »

knorke wrote:zK appearently fixes it with this gadget:
http://code.google.com/p/zero-k/source/ ... ommand.lua
It is apparently just broken, doesn't fix reclaim reliably and build assisting at all and makes a huge command spam with single orders.

Luckily I fix it better. Works maybe always.
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hacky_87_area_command.lua
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: unit range issue

Post by knorke »

yea i do not know how good it really works.
I only tested briefly with some cons, spawning wreckage etc and not in a real game: while it is kind of fuzzy to tell how much it improves, it seems to work.

How does the ufID-Game.maxUnits work?

Code: Select all

local allUnits = Spring.GetAllUnits()
	  for i=1,#allUnits,1 do
	    local unitID = allUnits[i]
	    if builders[unitID] then
wouldnt it be better/faster to loop over builders directly?
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: unit range issue

Post by Google_Frog »

Mine reliably fixes area commands in ZK with minimal cpu drain. For some reason assisting is not as broken there and it would take a lot more computation to handle so I did not try to fix that. I don't see where the command spam comes from.

Yours iterates over all the units every 37 frames so will slow down the game a lot more. The upside of using the brute force approach is that every command and situation is covered.

Zero-K hosts are now using the development branch of the engine which is an even better fix for reclaim and many more things broken in 87.0.
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