Search found 581 matches

by Berserk Cyborg
13 Sep 2018, 17:43
Forum: Game related Discussions
Topic: WZ Screenshots!
Replies: 604
Views: 180882

Re: WZ Screenshots!

Hopefully this one is usable. I will see if I can get something featuring scavengers next.
wz2100-20180913_101023-SUB_2_7.png
by Berserk Cyborg
10 Sep 2018, 19:43
Forum: Website feedback
Topic: Failure to log into Trac account
Replies: 5
Views: 290

Re: Failure to log into Trac account

Same here. Also, I can not log into the addons section either.
by Berserk Cyborg
01 Sep 2018, 21:00
Forum: Scripting
Topic: Rules js Modification
Replies: 2
Views: 281

Re: Rules js Modification

What you want is to access each element of that array and pass it to enableStructure(). This can be done in a for loop by making use of the length property of an array , which returns how many elements are in that array. for (var i = 0; i < START_STRUCTURES.length; ++i) { var stat = START_STRUCTURES...
by Berserk Cyborg
20 Aug 2018, 23:08
Forum: News and announcements
Topic: Help needed testing 3.2.x Campaign games!
Replies: 1341
Views: 139011

Re: Help needed testing 3.2.x Campaign games!

I have problems to install new master versions. When I try to install newer master versions the files didn't get updated. I tried to install commit 32eb3c3 and 9dca83b but the files still had the date of August 10th and the game shows me that my current version is commit de158c5. Even if I chose ma...
by Berserk Cyborg
20 Aug 2018, 22:53
Forum: Scripting
Topic: Super AI conversion to JS.
Replies: 2
Views: 275

Re: Super AI conversion to JS.

You should try it yourself. Bots take a lot of effort, and most people can spend lots of time working on one and still find many things to improve. If you follow the JS related links in the sticky thread you will learn about some of the basics of programming and be able to do much of what you want. ...
by Berserk Cyborg
19 Aug 2018, 01:00
Forum: News and announcements
Topic: Help needed testing 3.2.x Campaign games!
Replies: 1341
Views: 139011

Re: Help needed testing 3.2.x Campaign games!

I used your mod and now everything is fine at the beginning of gamma 05. No more sounds that units are neutralized. I didn't start researching the artifact so that Nexus had enough time to absorb or neutralize something. Absorbed trucks started to build something and absorbed factories started prod...
by Berserk Cyborg
18 Aug 2018, 01:31
Forum: News and announcements
Topic: Help needed testing 3.2.x Campaign games!
Replies: 1341
Views: 139011

Re: Help needed testing 3.2.x Campaign games!

Not in this case. Nexus said four times that he neutralized a unit but no units were neutralized or absorbed. Neither at the moment the message was played nor any time later. For the first truck he absorbed, a new message was played that a unit gets absorbed. Huh. Does it still happen with the mod?...
by Berserk Cyborg
17 Aug 2018, 23:51
Forum: News and announcements
Topic: Help needed testing 3.2.x Campaign games!
Replies: 1341
Views: 139011

Re: Help needed testing 3.2.x Campaign games!

I believe the main reason is the potential sound spam for the neutralized events in eventDestroyed (which the beginning of this mission has enough already). In such cases sounds might coincide with something you see a second or two later. So I changed the nexus hack function to randomly prefer destr...
by Berserk Cyborg
17 Aug 2018, 01:38
Forum: Scripting
Topic: Mines Script converstion to JS
Replies: 6
Views: 240

Re: Mines Script converstion to JS

You would need to pair it with the variable used to loop through the mines array which would be unnecessary. I made the script better so that you can modify the alert and trigger distances, choose the mine weapon, choose the fizzle/blip weapon, and percentage of health that is automatically removed ...
by Berserk Cyborg
16 Aug 2018, 22:36
Forum: Scripting
Topic: Mines Script converstion to JS
Replies: 6
Views: 240

Re: Mines Script converstion to JS

If there are multiple mines I would then turn MINE_01 into an array of objects, rename it to MINES, loop through the MINES array, and enumerate the structure property of each object via enumStruct(). By doing that it allows for easier modding. Probably should have done that in the first place since ...
by Berserk Cyborg
16 Aug 2018, 17:12
Forum: Scripting
Topic: Mines Script converstion to JS
Replies: 6
Views: 240

Re: Mines Script converstion to JS

Interesting idea. Well, here is what I made (not multiplayer safe). The mines will trigger if anything but a mine sweeper or vtol unit passes by one. And then a small amount of health is taken away from everything in range and a ground shaker shell is fired out of them for some potential splash dama...
by Berserk Cyborg
16 Aug 2018, 17:00
Forum: Game related Discussions
Topic: Why is warzone now such a s*t?
Replies: 35
Views: 2042

Re: Why is warzone now such a s*t?

1) Correct work of external mods. Now the only reliable way to play with the mod in multiplayer is to add it to the map. Does the host crash? I can get the host to successfully send maps, but mods always fail. It seems the host tries to sends mods as a map? Clients receive a file with many zeroes i...
by Berserk Cyborg
15 Aug 2018, 04:21
Forum: Coding
Topic: Player Rankings in Ver. 3.2.3?
Replies: 7
Views: 300

Re: Player Rankings in Ver. 3.2.3?

The rank stuff is really simple (see this ). Saving rank information does not work, I would think, if cheat/debug mode is active. According to loadMultiStats() the actual order of those five values saved are wins/losses/totalKills/totalScore/TotalGameMenuExits(?). Your stats file shows you won 7 mat...
by Berserk Cyborg
14 Aug 2018, 16:07
Forum: Technical Help / Troubleshooting
Topic: Weird bug.
Replies: 12
Views: 403

Re: Weird bug.

Fairly certain this was fixed and works in master. Happened if the player went on an away mission, manufactured units, and reloaded a save on that same away mission. Such units are given a special invalid coordinate (INVALID_XY) which is then checked for when the mission is won. Only, loading a save...
by Berserk Cyborg
11 Aug 2018, 19:49
Forum: Technical Help / Troubleshooting
Topic: Fast play using skirmish instead of campaign.
Replies: 5
Views: 280

Re: Fast play using skirmish instead of campaign.

True, they are campaigns (at least when I last worked on tutorial/fast-play). I don't see any errors with fast-play when I tested it on latest master (no mods).

The one thing out of the ordinary is a net log is created when going into fast-play now. :hmm: