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 PostPosted: 04 Jul, 2012 
 

Joined: 04 Aug, 2011
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Some questions:

virus:

RemoveHealth = 0.1, means 0.1 damage /second?

dgun:

Where can I write the damage /second?

:)


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 PostPosted: 04 Jul, 2012 
 

Joined: 26 Feb, 2009
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Hi,

0.01 is the percent of health to take

The d gun vaporized units so 100 percent of unit health

:-)

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 PostPosted: 04 Jul, 2012 
 

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Aha, thank you! :)


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 PostPosted: 05 Jul, 2012 
 

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Uh ? What happened to shield enhancements ? :o


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 PostPosted: 05 Jul, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Krapougnak wrote:
Uh ? What happened to shield enhancements ? :o


which shield enhancements?

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 PostPosted: 05 Jul, 2012 
 

Joined: 21 May, 2008
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Aeon and Seraphim, no more Time Dilation Field and Inertial Dampening Field ?

Btw could you explain to me what the Instant activation shield does ? I thought it put the shield back on before it is fully recharged after it has taken damage but description says otherwise.


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 PostPosted: 05 Jul, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Sadly we had to remove the time dilation and dampening fields,
they were to cpu intensive and could drop the sim speed down 5/10 instantly,
if the shield was/is under attack by a lot of projectiles, upto 200 projectiles in one field
is ok, there is only a slight drop in sim speed, however, with multiple shields and the chance that the incoming attack force could be quite big, we have ditched them for now, they may return in the future, i just need time to work on them to try and keep sim speed up as high as possible with as many projectiles as possible.

speed dampening could be reactivated BUT with a one shot deal type thing,
only slow them down once instead of slow them down more and more the closer they get to the target inside the field, but this kinda defeats the purpose of the ability, again its a huge strain on sim speed with lots of projectiles..

instant activation shields used by the UEF, means that they do not need to charge IF they havent gone down through to much damage, if taken down by damage they will need to charge to come back on, this is manual,

Auto Activation for the Cybrans, is like instant activation except, they power down (turn off) when not under attack, however when an attack on the shield is detected, the shield will automaticly power on and block the attack, it will only auto power on IF there is enough power, so make sure you have enough power to power all your shields else, in the words of my generation, you be f****d :), this has the advantage of having shields that auto power off so you can put that energy into something else, while still having shields that power on when needed, maybe i should add something to the ui for cybrans, to show how much power shields are using and how much is needed, we shall see..

both these shield type also work when the shield range is lowered to minimum, (personal shield mode)

hope that cleared that up for you.

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 PostPosted: 05 Jul, 2012 
 

Joined: 21 May, 2008
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Yes thank you. :wink:


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 PostPosted: 05 Jul, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Ive done tons of work on the shields, we can basicly now make shields do whatever we want, we can have free shields, not econ free but position free, so we can place them exactly where we want them, ive provided many many options to make the shields do what we want,

any unit or entity can now have as many shields as you want, each using there own econ and settings, all shields can be controlled individually or globally (as one shield)

like i said we can virtually do what ever we want with shields now,
just have a look in DMS, unit.lua at the shield section to see what ive done.
you can virtually taylor the shield to the unit.

ive already started the code to have directional shields, (not finished)
this will allow us to have shield plating on units, using square/oblong shapes with correct hitboxes and impact effects.

The shields also count impacts and store them, we can now set any any offset x,y,z so we can place it exactly where we want it (when attached to a unit bone)
i also added many common functions in shield.lua to set various settings on the fly,
just to make managing shields a little more easier,

the shield code is an ongoing process, there is still plenty to add,

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 PostPosted: 05 Jul, 2012 
 

Joined: 21 May, 2008
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Just another question if you please, isn't giving Sera units phasing without any HP reduction or cost increase a bit unbalanced :?: After all they get some damage resistance for free.


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 PostPosted: 05 Jul, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Resin would be best suited to answer that question :) ill wait for his reply

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 PostPosted: 05 Jul, 2012 
 

Joined: 05 Oct, 2007
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Come find me when you can rotate buildings. ;D

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 05 Jul, 2012 
 

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Hi,

BulletMagnet wrote:
Come find me when you can rotate buildings. ;D


well if you can supply the math to recalc the rolloffpoints, it would be easy to make a function to redirect and recalculate from the rotation supplied, there not in the engine,
just simple bp entries and a calculaterolloffpoints function.

the hard part is actually rotating the buildpreview, it could be achieved with multiple units, it could be simplified a little by using the exact same bp values for each unit (4 of them) with 4 different meshes rotated 45 degrees, each bp would just point to the each mesh, in construction.lua it would be relatively easy to add the mesh switch code on middle click or some key press....

there is no way at all to rotate the buildpreview as it uses the pivots and rotate and position from the mesh coords, we cannot get a handle to the build preview mesh so we cant change its orientation, if we could do that, it would be rather easy to rotate them.

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 PostPosted: 05 Jul, 2012 
 

Joined: 26 Feb, 2009
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Hey Bm,

i think this might help you a little,

Code:
--[[
   This gives us access to out unit rollover info
   within this layer, no importing required..

   RollOverInfo has all the info you need.

--]]
local controls = {}
local RollOverInfo = {}

function SetupWoldViewLayout(mapGroup, orderControl)
    controls.parent = mapGroup
    controls.orderPanel = orderControl
    CreateControls()
end

function CreateControls()
   
   --before anything else we run this
   --it will update the rolloverover with out new params.
   controls.UpdateRolloverInfo = Bitmap(controls.parent)
   controls.UpdateRolloverInfo:DisableHitTest(true)
    controls.UpdateRolloverInfo:SetNeedsFrameUpdate(true)
   controls.UpdateRolloverInfo.OnFrame = function(self, delta)
      SetRolloverInfo(GetRolloverInfo())
   end
      
   controls.SetRolloverInfo = Bitmap(controls.parent)
   controls.SetRolloverInfo:DisableHitTest(true)
    controls.SetRolloverInfo:SetNeedsFrameUpdate(true)
   controls.SetRolloverInfo.OnFrame = function(self, delta)
      local info = GetRolloverInfo()
      
      if info then
         RollOverInfo = info
      else
         RollOverInfo = {}
      end
   end
end


in controls/worldview.lua, this gives us full access to the units rolloverinfo,
but also within DMS, im able to inject that units params table directly into the
rolloverinfo, so we can insert any params we want from the sim or any other layer
into this units rolloverinfo, obvioulsy we can only retireve this info for our own army units.

here is a quick LOG with some new params added, this is all automatic, we can just
set the param and fire a function to add/remove a table/param from being added to the units rolloverinfo in the userlayer, we can add whatever info we want, i Sync more info but for this unit is isnt showing yet until activated..

Code:
INFO: info {
INFO:   ActionIcons={ },
INFO:   Attackers={ },
INFO:   BuildVetIcon=false,
INFO:   EnabledIntels={ Omni=true, Vision=true },
INFO:   FireState={ new=4, old=0 },
INFO:   LeechStorageRatio=0,
INFO:   MyShields={ },
INFO:   ProjectilesFired={ },
INFO:   UnitIntels={ },
INFO:   UnitMults={ Acceleration=1, BuildRate=10, RegenRate=10, Speed=1, Turn=1 },
INFO:   UnitParams={ },
INFO:   VetIcon=false,
INFO:   WeaponTargets={ },
INFO:   armyIndex=0,
INFO:   blueprintId="uel0001",
INFO:   customName="Domino",
INFO:   energyConsumed=0,
INFO:   energyProduced=20,
INFO:   energyRequested=0,
INFO:   entityId="0",
INFO:   fuelRatio=-1,
INFO:   health=12000,
INFO:   kills=0,
INFO:   massConsumed=0,
INFO:   massProduced=1,
INFO:   massRequested=0,
INFO:   maxHealth=12000,
INFO:   nukeSiloBuildCount=0,
INFO:   nukeSiloMaxStorageCount=1,
INFO:   nukeSiloStorageCount=0,
INFO:   shieldRatio=0,
INFO:   tacticalSiloBuildCount=0,
INFO:   tacticalSiloMaxStorageCount=1,
INFO:   tacticalSiloStorageCount=0,
INFO:   teamColor="ff131cd3",
INFO:   userUnit={ <metatable=table: 1410ACF8>
INFO:     _c_object=userdata: CScriptObject* at 22DC3024 = [CScriptObject at 0x1E474C00]
INFO:   },
INFO:   workProgress=0
INFO: }


i think i saw in one of your mods a while back that you were inporting unitview to get the rollover info.. here is an easier way :)

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 PostPosted: 05 Jul, 2012 
 

Joined: 04 Aug, 2011
Posts: 83
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My idea for the cybran faction is, to give their units hologram units around them like jammerblips. These holograms will have stealth. I want this for every type of unit, buildings also.

How can I make something like this?
Is there a difference in making this between mobiles and constructions?

:)


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 PostPosted: 05 Jul, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Hi,

AIhelper wrote:
My idea for the cybran faction is, to give their units hologram units around them like jammerblips. These holograms will have stealth. I want this for every type of unit, buildings also.

How can I make something like this?
Is there a difference in making this between mobiles and constructions?

:)


Done it already to great effect, the only problem is that because the holograms were able to pass through other units/structures it made the game desync IF they went somewhere they were not supposed to, which is a shame because holograms are actually awesome for defense.

i left the code in 4dc incase one day i figure something out that doesnt make them desync the game.

however your free to try and add some holograms to your mod if you wish,
bare in mind though that its already been done and proven not to work as expected thrus far.

:)

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 PostPosted: 05 Jul, 2012 
 

Joined: 07 Jun, 2012
Posts: 29
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Bug report (very minor and does nothing to functionality):

With the new firestates, when you select a group of units with no weapons (say like engineers),the firestate icon turns into that odd yellow "no icon" placeholder instead of looking grayed out. Minor stuff all things considered.

-------

As to the Sera phasing: I actually like it, even if it's a bit OP in a vanilla context (ie running only DMS/4DC. Because Sera tends to get less love from other mods in terms of new (often more powerful than vanilla units), if you're running a pack of mods the phasing + BO Lambda fields IMO helps even out the playing field a bit.


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 PostPosted: 05 Jul, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Hi,

tankmayvin wrote:
Bug report (very minor and does nothing to functionality):

With the new firestates, when you select a group of units with no weapons (say like engineers),the firestate icon turns into that odd yellow "no icon" placeholder instead of looking grayed out. Minor stuff all things considered.

-------

As to the Sera phasing: I actually like it, even if it's a bit OP in a vanilla context (ie running only DMS/4DC. Because Sera tends to get less love from other mods in terms of new (often more powerful than vanilla units), if you're running a pack of mods the phasing + BO Lambda fields IMO helps even out the playing field a bit.


already fixed the firestate order placeholder icon bug :) minor mistake on my part..
i added a check by mistake to only check units that can actually change firestates, i thought this would make the function a little faster by filtering out only valid units, however this had the effect of making units that cant change firestate bug the code, i simply just had to remove the check for valid firestate units, fixed.

we also like the phasing ability, we feel it makes sera a force to be reckoned with, this coupled with the other stuff we have added makes sera very hard to beat, if they are using build cystals.

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 PostPosted: 05 Jul, 2012 
 

Joined: 04 Aug, 2011
Posts: 83
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EDIT:

I have an idea for the hologram problem. You could alter the behavior of the holograms:

1. Around a hologram generator appear 5 holograms like jammerblips but only if they find a place where the unit they are a copy of, could also exist :!:
2. There should be a minimum distance between the holograms of the same generator.
3. The holograms move like jammerblips always in the same distance to their generator.
4. Evey unit or other hindrance the original unit could not pass, that collide with the collision box of a hologram, destroy it instantly :!:
5. If the hologram generator lose one of its holograms, it create another one like it is with jammerblips.
6. The generator cannot create a new hologram in the range of an enemy omni radar.
7. Enemy units can shoot at hologram units, if they have a weapon, that is able to shoot at the original unit, the hologram is a copy of.
8. The holograms cannot be destroyed by weapons,
9. should be destroyed by an enemy omni radar,
10. should have radar- and sonar stealth,
11. and cannot fight of course.

:)


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 PostPosted: 06 Jul, 2012 
 

Joined: 12 Apr, 2012
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Domino wrote:
Hi,

Sorry the release is delayed, been working on something i think is truely awesome!

FireStates,

buddabing, here we go, ive actually added 2 new ones, however ill just show one.
as with all things DMS, you can also now add your own, using DMS methods.

FocusFire. (circle target)

http://youtu.be/UKk5pUYz1P0 <-- Vid 1
http://youtu.be/jfOrTUptOJ4 <-- Vid 2


hi Domino,

I can not believe what I see there.....!
wooow,this is the most useful new feature, depending on what was discovered by a moder...!
This ingenious new feature will change the gameplay significantly in mountainous maps!

Perhaps the individual units are thus finally in a position to beat the enemy units. and do not shoot all the time against the mountains... :D !

that would be absolutely great!!!

is it really possible, that all units use this feature permanently?

I like it very much if the units are moving during the fight, and not just stand there motionless :D


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 PostPosted: 06 Jul, 2012 
 

Joined: 02 Jun, 2010
Posts: 188
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Hi,

Big Thanks Domino you remove game changes - now it is an support mod who change nothing game related if the user not install additional mods who activate DMS functions.

But sad save/load dont running with the mod.(so for me still a no-go ...)
Still the same buttons disapear after an load - you should overthink to make an option to disable the texture/UI caching (this is imho the problem) so it is usefull even by save/load.

Regards
R-TEAM


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 PostPosted: 07 Jul, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Hi,

@Thanos

thanks for your post, the firestates are now longer hard coded, what ive done is open them up easy, all anyone has to do now is set up a simple table for the actual firestate, in this table is 5/6 entries, this is all that is needed to add the firestate to the firestate panel, once selected in the ui, the unit(s) will have this firestate active,
but obviously because its a custom firestate, the units will not know what to do while in this firestate, so all the code to control the state is custom and triggered from the sim, in a units script OR unit.lua, i added functions for when a unit aquires a target on a weapon, i use this to folkthread to a function, obvioulsy we have to get the current firestate first which is the usual function

Code:
local CurrentFireState = self:GetFireState()

--code inside the OnGOtTargetFunction
if CurrentFireState == 5 then
self:AddUnitThread('threadname', { Params ....})
end

threadname = function(self, Params)
--our firestate code
end,



its as easy as that.

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 PostPosted: 07 Jul, 2012 
 

Joined: 26 Feb, 2009
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Hi,


@RxTeam,

The Displaying of the toggles is infect not related to the caching of textures,
the texture caching ALWAYS works, the reason why toggles and abilities and such
are removed when a game is saved and re-loaded is because the data for anything in DMS is not stored on the unit in the self "object" all these settings are stored in global tables in the sim and user layers ( sync'd data ) is stored in the user layer from the sim, if you have a look in simsync.lua and usersync.lua at the top of both files, you will the the tables, now when the game is saved internal game code saves each unit as an object, its orders and current location are saved, any object related to this unit object is saved,

now our save problem arises because we save unit data in DMS in external 3rd party tables, which the savegame function (internal engine code) knows nothing about, so when the game is loaded, these 3rd party DMS tables are infact blank, the units that created when the game is loaded are NOT created the default way, using CreateUnit ( ) i cant explain how they are created as the code is internal, i just know that they are restored and not created from scratch, this means that those units lose any abilities/toggles ect they had previously because there unit params is empty and they havent been initialized the usual way, they just appear in the world as existing units....

ok hope you understand that...

the solution is for DMS to SYNC all 3rd party tables to the userlayer every tick if the game is skirmish/campaign, now this might sound easy, but its far from it, when sync'ing data from the sim to the userlayer we CANNOT send c objects, c-objects are things like Weapon, self, beam, entity, objects, DMS intel system code just dumps objects into table for each inteltype, units in field ect, so this needs rewriting
to store the entityId's of the units but also to return the objects as units in the return functions, there are also alot of other tables in the sim layer that just store the objects and NOT the entityId of the unit or object, so these tables CANNOT be sync'd to the user layer as they are right now, its alot of re-writing or core functions, just to make it possible to Sync all the tables, there are also other problems, if some other modder adds data to a custom table (which they can do)
DMS will try to catch the object type and convert it to an ID however it cannot catch every object in every table, so the game will crash to desktop IF any modder ever attempts to sync a c object to the user layer.. this is not a problem with DMS its a design of the engine, its not possible and never will be

now as you might expect making DMS sync secure is possible, BUT will take time,
i have already started the code to save and sync the tables, BUT there is alot to be done before i ever attempt it, many function need changing, ill keep changing the functions and saving will be enabled and functioning in a future release, however dont expect that version anytime soon, its just not that important to me, ive never saved a skirmish game and i hardly ever play the campaign since completing it and i didnt have mods enabled either, i played the stock campaign as it was ment to be played, to me, playing the campaign with mods enabled is just for a laugh and should not be played seriously with mods.

like i say though, in a future release it will be fixed.

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 PostPosted: 08 Jul, 2012 
 

Joined: 12 Apr, 2012
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either I'm doing something wrong or there is a bug.

when I turned on dms, the camera will not move when I move the mouse to screen edge. Why?


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 PostPosted: 08 Jul, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Read a few posts back, :-) ill be re enabling that

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