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Posted: 26 Jan 2006, 00:39
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.
Posted: 26 Jan 2006, 01:28
by FLOZi
spring tries to move them off the factory yardmap.
Can buildings load units in Spring?
Posted: 26 Jan 2006, 02:12
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?
Posted: 26 Jan 2006, 02:19
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...
Posted: 26 Jan 2006, 02:21
by Nemo
Nono...have the the gun position build the turret inside itself. That should do the trick.
Posted: 26 Jan 2006, 03:25
by Felix the Cat
Can buildings be built inside yardmaps?
Posted: 26 Jan 2006, 03:33
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?
Posted: 26 Jan 2006, 04:34
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.
Posted: 26 Jan 2006, 04:57
by Nemo
You can build turrets on top of buildings. KuroTA does this a fair bit, if I remember correctly.
Posted: 26 Jan 2006, 13:10
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.
Posted: 26 Jan 2006, 23:11
by FLOZi
Ummmm, OK then.
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.
Posted: 02 Feb 2006, 23:20
by Felix the Cat
Anything new?
Posted: 03 Feb 2006, 00:11
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.

Posted: 03 Feb 2006, 02:48
by Nemo
Hurrah. more AATA to play ^^
Looking forward to the new version.
Posted: 05 Feb 2006, 01:49
by Chocapic
is this mod out already ?
Posted: 05 Feb 2006, 02:05
by Das Bruce
Internal beta'ing last I recall
Posted: 27 Feb 2006, 20:47
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.
Posted: 27 Feb 2006, 20:54
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.
Posted: 27 Feb 2006, 23:29
by Guessmyname
The big comp is fixed now, so I can do testing and that again
Posted: 02 Mar 2006, 00:33
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.