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unit range issue
Posted: 13 Mar 2012, 11:00
by Silentwings
There's some sort of serious problem in BA7.64 (using 0.87 Spring) with units not moving close to things before they try and do stuff. Sometimes they just stand and wait trying to do things which are well out of their range. It crops up all over the place (reclaiming area, guarding fac...) so I won't upload a specific example of it, its very easy to reproduce.
On plus side, 0.87 seems to run very smoothly

Re: unit range issue
Posted: 13 Mar 2012, 11:46
by Beherith
Its a problem with the engine, not BA

Re: unit range issue
Posted: 13 Mar 2012, 13:23
by Silentwings
Oh, bad luck

Re: unit range issue
Posted: 14 Mar 2012, 15:00
by knorke
Re: unit range issue
Posted: 14 Mar 2012, 19:02
by Senna
wow this work's big thanks mate for info!!!
Re: unit range issue
Posted: 14 Mar 2012, 20:07
by marciolino
Does it works for BA, I tested and can't make it work

Re: unit range issue
Posted: 14 Mar 2012, 23:56
by knorke
so it seems senna copied one file into his "BA DSD REVOLUTION" and now it has more players than normal BA

Re: unit range issue
Posted: 15 Mar 2012, 00:34
by marciolino
But how? I did put hacky_87_area_command.lua on my widget folder and it doesn't correct the problem :/
Re: unit range issue
Posted: 15 Mar 2012, 00:37
by knorke
its like a widget except its a gadget
Re: unit range issue
Posted: 15 Mar 2012, 00:51
by marciolino
Why Senna didn't cooperate with a mod-fix instead of releasing a map-fix solution?
Re: unit range issue
Posted: 15 Mar 2012, 01:22
by luckywaldo7
Why does Senna do anything Senna does? Naturally he is trying to get people to play his map-mod instead of vanilla BA.
The better question is why do people keep encouraging him. New maps get ignored and we have dozens of 'Special DSD'.
This is why we can't have nice things.
Re: unit range issue
Posted: 15 Mar 2012, 02:53
by Senna
marciolino wrote:Why Senna didn't cooperate with a mod-fix instead of releasing a map-fix solution?
I cannot make a BA release even being in svn, so best choice was doing this to prevent people leave
Re: unit range issue
Posted: 15 Mar 2012, 02:55
by Senna
luckywaldo7 wrote:Why does Senna do anything Senna does? Naturally he is trying to get people to play his map-mod instead of vanilla BA.
The better question is why do people keep encouraging him. New maps get ignored and we have dozens of 'Special DSD'.
This is why we can't have nice things.
People usually play my mapmods when im here, when im not there they just play standard BA so why this hating against me?
Re: unit range issue
Posted: 15 Mar 2012, 03:37
by luckywaldo7
I'm not hating on you. I just have zero respect for your methods.
Re: unit range issue
Posted: 15 Mar 2012, 04:25
by Senna
luckywaldo7 wrote:I'm not hating on you. I just have zero respect for your methods.
Ive been doing this for years... dunno about complaining now
Re: unit range issue
Posted: 15 Mar 2012, 12:30
by Forboding Angel
BAR should take on the CC NC ND license that evo has, that way, behe can dictate (quite literally) whether a mutator is allowed to exist.
Re: unit range issue
Posted: 15 Mar 2012, 13:00
by klapmongool
Forboding Angel wrote:BAR should take on the CC NC ND license that evo has, that way, behe can dictate (quite literally) whether a mutator is allowed to exist.
And then we can sue Senna if he does make a map-mod? That would be hilarious.
Re: unit range issue
Posted: 15 Mar 2012, 13:04
by luckywaldo7
Senna wrote:luckywaldo7 wrote:I'm not hating on you. I just have zero respect for your methods.
Ive been doing this for years... dunno about complaining now
You have a short memory.
http://springrts.com/phpbb/viewtopic.php?f=1&t=21572
http://springrts.com/phpbb/viewtopic.php?f=16&t=19093
http://springrts.com/phpbb/viewtopic.php?f=21&t=19102
Re: unit range issue
Posted: 15 Mar 2012, 14:24
by Senna
lol in 2009 and we are in 2012 so 4 years
Re: unit range issue
Posted: 15 Mar 2012, 14:46
by luckywaldo7
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.