Search found 670 matches

by Berserk Cyborg
21 Mar 2019, 23:49
Forum: Development
Topic: Range orders and accuracy
Replies: 5
Views: 172

Re: Range orders and accuracy

alfred007 wrote:
20 Mar 2019, 23:45
Can I help you somehow?
Not much at the moment.

Edit:
-Checks if the value for shortRange is bigger than longRange. Logs an error if any weapon does this.
-Added shortRange and shortHit to all weapons in campaign and multiplayer. As of right now, there is no distinction.
by Berserk Cyborg
20 Mar 2019, 22:13
Forum: Development
Topic: Range orders and accuracy
Replies: 5
Views: 172

Re: Range orders and accuracy

Fixed that guard issue... maybe. In any case it is worth putting into the secondary orders restoration pull request. Anyway, I ran a few tests using a mini-rocket pod unit attacking a truck. Below is the current behavior that can be observed using the current patches in my branch. longRange: 1088 lo...
by Berserk Cyborg
20 Mar 2019, 16:56
Forum: Development
Topic: Range orders and accuracy
Replies: 5
Views: 172

Re: Range orders and accuracy

No, it is setting them correctly. See the Stats array in any of the script contexts in the debug window. After some experiments I found it to be an older issue with guard (present in 3.2.3 but was masked by a future commit in master). There is a brief moment when a guarding unit, whose target moves ...
by Berserk Cyborg
19 Mar 2019, 17:41
Forum: Development
Topic: Need help developing 3.3.0 campaign
Replies: 37
Views: 1515

Re: Need help developing 3.3.0 campaign

That is because the removal of optimum/short/long range, and the resulting accuracy changes from that, made everything shoot at long range starting with 3.2+ (nor was a rebalance done to fix this). Light-cannon in campaign always shoots at 50% now (and thus will do so in this mod cause its based off...
by Berserk Cyborg
19 Mar 2019, 17:29
Forum: Development
Topic: Range orders and accuracy
Replies: 5
Views: 172

Range orders and accuracy

So like the secondary order restoration, I am attempting to bring back the optimum/short/long range feature. Thought I would share this in its own topic. Here is my github branch based off my secondary orders restoration branch. Currently, it may or may not work. My previous tests seemed a little bu...
by Berserk Cyborg
19 Mar 2019, 17:08
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 66
Views: 3328

Re: Release 3.3.0 beta 1

The construction units of any AI avoid danger tiles by him self, it's work automaticly, like the army of any AI shot to garbage by him self, without JS-order to do that. It's not AI JS code, but wz-engine rule this behavior. :augh: I never noticed that before. I know it's not part of the JS side, i...
by Berserk Cyborg
19 Mar 2019, 17:04
Forum: Campaign
Topic: Mission Timer while researching Power Module
Replies: 1
Views: 60

Re: Mission Timer while researching Power Module

That is a deliberate change. Any situation a player could cheat by gaining a lot of power (or the maximum) is now protected by a timer.
by Berserk Cyborg
19 Mar 2019, 00:30
Forum: Development
Topic: Need help developing 3.3.0 campaign
Replies: 37
Views: 1515

Re: Need help developing 3.3.0 campaign

In your campaignJS branch at Github you have commit 54aa2e01e8b2ae69c34152d00b2dfe7d0e5e1b0a to automate the "reinforcements are available" sound. It looks for me that you forgot cam3-1 (Gamma 02). Or is the fact that this is a two-part mission a problem? Nah, I missed that one. I'll get back into ...
by Berserk Cyborg
18 Mar 2019, 21:59
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 66
Views: 3328

Re: Release 3.3.0 beta 1

... (especially in games with AI players which actually use the danger maps). These danger maps seem to be underwhelming in their ability to document dangerous areas. A simple enumRange() has proven to be far more accurate at telling if some location is safe or not from immediately dangerous stuff ...
by Berserk Cyborg
18 Mar 2019, 19:17
Forum: Mapping / Modding tools & discussions
Topic: Adding New structures to the game
Replies: 11
Views: 154

Re: Adding New structures to the game

A0TestTower I presume. You need to fix the spelling of the skirmish folder (your mod has "skrimish"). Doing that I was able to build a purple and grey prototype of this tower you are making. There were some other warnings/errors but you could probably fix those.
by Berserk Cyborg
18 Mar 2019, 18:07
Forum: Mapping / Modding tools & discussions
Topic: Adding New structures to the game
Replies: 11
Views: 154

Re: Adding New structures to the game

Attach your mod here and tell us what structure you are trying to make available.
by Berserk Cyborg
15 Mar 2019, 03:06
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 66
Views: 3328

Re: Release 3.3.0 beta 1

visGetBlockingWall() needs to be reimplemented to fix that issue.
by Berserk Cyborg
13 Mar 2019, 20:29
Forum: Development
Topic: Petition to reinstate Guard, Persue and Hold orders!
Replies: 151
Views: 44874

Re: Petition to reinstate Guard, Persue and Hold orders!

pastdue wrote:
13 Mar 2019, 19:24
@Berserk Cyborg: if you open a PR for this in the main repo, it should automatically build Windows builds that people can download and test.
Right, forgot that can be done now. See https://github.com/Warzone2100/warzone2100/pull/263
by Berserk Cyborg
13 Mar 2019, 18:44
Forum: Development
Topic: Petition to reinstate Guard, Persue and Hold orders!
Replies: 151
Views: 44874

Re: Petition to reinstate Guard, Persue and Hold orders!

secOrders.zip Think this covers everything for the secondary pursue, guard, and hold orders. The fifth patch may just be me imagining a bug, but if it don't harm anything then we should keep it. Changes from last patch-set: 1. Allow setting the pursue, guard, and hold secondary orders from the fact...
by Berserk Cyborg
13 Mar 2019, 18:25
Forum: Development
Topic: ImGui
Replies: 11
Views: 318

Re: ImGui

Nice! 8)

+1 for rebasing off master before going further. There have been a lot of changes to the codebase since 3.2.3 so hopefully you don't run into too many merge conflicts, if any.