Me on the right, Prot on the left:
Search found 5578 matches
- 02 Jan 2020, 19:49
- Forum: Other Talk
- Topic: Warzone2100 AI Tournament (WZAIT)
- Replies: 28
- Views: 24601
- 15 Sep 2019, 02:51
- Forum: Ideas and suggestions
- Topic: Add more bots?
- Replies: 11
- Views: 8434
Re: Add more bots?
I’ve always thought Nullbot should be renamed but it’s all over the forums now. For years I thought Nullbot had some “null” behavior and thus was not very good or even finished, like it was broke or a test bot of some sort. I realize now the null refers to not having a specific personality and that...
- 23 Jul 2019, 19:46
- Forum: Development
- Topic: The proper way to add new tilesets into the game
- Replies: 9
- Views: 8548
Re: The proper way to add new tilesets into the game
I'm pretty sure i managed to make use of the black tiles successfully on some of my map-mods, eg. Berg's wide roads on Academy and Inversion . See also the wiki . As for tileset4, i guess i'd rather have someone finish my now-old work on the "new map format" ( plan and an unfinished attemp...
- 03 Jul 2019, 06:04
- Forum: Campaign
- Topic: too many enemy units
- Replies: 9
- Views: 7292
Re: too many enemy units
I mean, i ported NullBot's regroup code into libcampaign in order to replace the old formation code that was removed, and therefore, assuming it's actually used (it definitely is for the early missions that i converted), it should keep units in the same group together even if they have different spe...
- 02 Jul 2019, 06:56
- Forum: Campaign
- Topic: too many enemy units
- Replies: 9
- Views: 7292
Re: too many enemy units
If you're comparing to 3.1 or 3.2, this may be because the regression in group management is now fixed. Groups of units no longer arrive one-by-one, but keep their formation.
- 02 Jul 2019, 06:35
- Forum: Scripting
- Topic: Does the scripting system use Qt?
- Replies: 4
- Views: 13655
Re: Does the scripting system use Qt?
/me sometimes thinks about trying to write an AI in rust so that to compile it to wasm and load into warzone.
- 13 Jun 2019, 18:23
- Forum: Skirmish / Multiplay
- Topic: Transporters in multiplayer games
- Replies: 5
- Views: 7855
Re: Transporters in multiplayer games
When transporters were wearing a VTOL HMG it was a valid strategy to spam cyborg transporters instead of vtols. After all, that's a powerful weapon (much more powerful than a normal HMG), a lot of HP, and no need to reload.
Removing the gun was enough of a nerf.
Removing the gun was enough of a nerf.
- 21 May 2019, 20:45
- Forum: Technical Help / Troubleshooting
- Topic: [3.3.0 beta 1] Alpha campaign CAM_1C not finishing
- Replies: 3
- Views: 3949
Re: [3.3.0 beta 1] Alpha campaign CAM_1C not finishing
That's how you know that someone did a good job fixing campaign bugs
- 12 May 2019, 20:16
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6353204
Re: Models by MaNGusT (AR)
We urgently need a map "Sk-GoldRush2".Berserk Cyborg wrote: ↑12 May 2019, 06:27 The current result is far superior. It turns the whole desert into shiny gold dirt! With "fog" enabled it turns into a real blocky mess, but at least this looks cool.
Srsly tho, it's a cool effect to have on a custom map.
- 12 May 2019, 01:43
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6353204
Re: Models by MaNGusT (AR)
This isn't about fog of war (i don't care about fog of war), it's about the purely visual color of the sky.
- 12 May 2019, 01:41
- Forum: Scripting
- Topic: Possible object ID and group label ID clash
- Replies: 4
- Views: 13229
Re: Possible object ID and group label ID clash
This does affect skirmish AI scripts as well, right?
- 10 May 2019, 19:18
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6353204
- 10 May 2019, 19:13
- Forum: Scripting
- Topic: Possible object ID and group label ID clash
- Replies: 4
- Views: 13229
Re: Possible object ID and group label ID clash
Whoa, nice one. Group labels are arbitrary user-picked integers, right? So the ID doesn't need to be low-enough; any ID may theoretically collide.
- 19 Apr 2019, 00:34
- Forum: Addon discussions
- Topic: Blue Building Beam
- Replies: 9
- Views: 6849
Re: Blue Building Beam
Apologies, but you're speaking greek with me there. I have no clue how to compile stuff. I may even be able to deal with whatever you guys are talking, but I don't even know how to start, trying to get it done for this weekend. Still, thanks for this info. What we're saying is "Unfortunately, ...
- 18 Apr 2019, 21:15
- Forum: Addon discussions
- Topic: Blue Building Beam
- Replies: 9
- Views: 6849
Re: Blue Building Beam
My equally random guess is addConstructionLine(). It mentions beam colors.