It may just be a mistake...Returns an array of game objects seen within range of given position that passes the optional filter
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- 17 Apr 2012, 17:10
- Forum: Scripting
- Topic: Javascript API documentation
- Replies: 366
- Views: 178085
Re: Javascript API documentation
- 17 Apr 2012, 16:45
- Forum: Scripting
- Topic: Javascript API documentation
- Replies: 366
- Views: 178085
Re: Javascript API documentation
Ahh but I don't want to have to scan an array for specific results I want to be able to do things like if (enumDroidsInArea(player,x,y,x2,y2).length < 1) { // All units in area dead } *Sigh* not particularly realistic considering the fact that the most common use case is structButNoWallsInArea which...
- 17 Apr 2012, 16:24
- Forum: Scripting
- Topic: Javascript API documentation
- Replies: 366
- Views: 178085
Re: Javascript API documentation
enumRange is far too restrictive. For example you can't do a rectangle, and the docs read like it only list things that you can see.
What is needed is a full range of enumXInArea functions that are identical to the normal enumX functions except for taking 4 numeric coords
What is needed is a full range of enumXInArea functions that are identical to the normal enumX functions except for taking 4 numeric coords
- 14 Apr 2012, 01:01
- Forum: Ideas and suggestions
- Topic: Experimental Units?
- Replies: 6
- Views: 3541
Re: Experimental Units?
umm... I don't know if you noticed but Warzone is not Supreme Commander.
SupCom is cool and all but experimentals don't really fit warzone.
SupCom is cool and all but experimentals don't really fit warzone.
- 13 Apr 2012, 23:58
- Forum: Coding
- Topic: Structures by design
- Replies: 161
- Views: 83615
Re: Structures by design
I downloaded and played this and so far (almost) no problems
The only bad thing I found is that the AI won't build any defensive structures and you get spammed by messages about the game trying and failing to place an artifact.
The only bad thing I found is that the AI won't build any defensive structures and you get spammed by messages about the game trying and failing to place an artifact.
- 12 Apr 2012, 19:19
- Forum: Addon discussions
- Topic: [DEPRECIATED] Campaign 4 (Old thread)
- Replies: 428
- Views: 161203
Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep
Ok I've been experimenting with warzone/js already but it'll be a while till the API is complete enough to start porting :wink: One thing that will suck, the events system works a lot different with JavaScript than WZScript so some things will have to be redesigned, of course others will be vastly s...
- 12 Apr 2012, 18:59
- Forum: Scripting
- Topic: EggPlant AI ramblings
- Replies: 175
- Views: 74766
Re: EggPlant AI ramblings
That one is trivial you just need something like:
I can't say for sure if that would work without trying it but it should (unless I made a dumb mistake )
Code: Select all
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one or more of something not a ",", a ",", and one or more of something not a ","
- 03 Apr 2012, 01:22
- Forum: Coding
- Topic: Structures by design
- Replies: 161
- Views: 83615
Re: Structures by design
Yay!!!! just what I've been waiting for I'll test this as soon as I get homeReg312 wrote:If anyone want help with testing...
here is Structure Design mod (alternative Warzone version based on latest master version)
- 03 Apr 2012, 01:15
- Forum: Addon discussions
- Topic: [DEPRECIATED] Campaign 4 (Old thread)
- Replies: 428
- Views: 161203
Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep
what I did to make the initial data files was take a clean copy of mp.wz remove all skirmish scripts and other MP/SK specific items and add all the modified files overwriting as necessary. The problem now is that I have no idea which files have been modified :oops: The first time around it was easy ...
- 03 Apr 2012, 00:49
- Forum: Scripting
- Topic: Javascript API documentation
- Replies: 366
- Views: 178085
Re: Javascript API documentation
structButNoWallsInArea --> not needed killStructsInArea --> not needed, use removeObject(xx, true) numDroidsInArea --> not needed droidInArea --> not needed flushConsoleMessages --> not needed? numStructsInArea --> not needed createAlliance --> use setAlliance(p1, p2, bool) breakAlliance --> not ne...
- 31 Mar 2012, 02:23
- Forum: Scripting
- Topic: Javascript API documentation
- Replies: 366
- Views: 178085
Re: Javascript API documentation
I think this is a complete list of all the functions needed before cam 4 can be ported. Not a lot to say except some are probably optional and I may have missed one or two
- 31 Mar 2012, 02:19
- Forum: Addon discussions
- Topic: [DEPRECIATED] Campaign 4 (Old thread)
- Replies: 428
- Views: 161203
Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep
Well I must admit that my attemps aren't going so well ether The big problem is that is impossible (or more correctly hard) to tell what files are vanilla 2.3 and which have been modified, and for that matter how they have been modified. A close examination helps but its very slow going.
- 29 Mar 2012, 18:00
- Forum: Addon discussions
- Topic: [DEPRECIATED] Campaign 4 (Old thread)
- Replies: 428
- Views: 161203
Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep
I feel a little dumb.
I got home re-installed 2.3.9, got the data files from the latest master unpacked, and in general got my environment setup.
Then I realized I had forgot to actually download v8
So the master port that would otherwise be done has not yet been started
I got home re-installed 2.3.9, got the data files from the latest master unpacked, and in general got my environment setup.
Then I realized I had forgot to actually download v8
So the master port that would otherwise be done has not yet been started
- 23 Mar 2012, 18:24
- Forum: Addon discussions
- Topic: [3.1] Ultimate Scavenger AI Mod
- Replies: 521
- Views: 514759
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
All I can say is that I hope all this AI work is not a sign that NoQ is planing on leaving soon
After all it seems that every time someone makes a cool AI mod they disappear after a while and stop updating it
In any case good work!
After all it seems that every time someone makes a cool AI mod they disappear after a while and stop updating it
In any case good work!
- 23 Mar 2012, 17:08
- Forum: Addon discussions
- Topic: [DEPRECIATED] Campaign 4 (Old thread)
- Replies: 428
- Views: 161203
Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep
OK I'll start porting to the master data set. I think all I need to change are some WRFs so it shouldn't be too hard but I haven't cracked the latest WZs so I'm not sure
In any case it may be a while, depends on how inspired I get
In any case it may be a while, depends on how inspired I get