Search found 368 matches

by MIH-XTC
19 Aug 2019, 17:22
Forum: Addon discussions
Topic: I have prepared all good maps for inclusion with the next release
Replies: 10
Views: 9442

Re: I have prepared all good maps for inclusion with the next release

I appreciate all of the work you put into this. To include these in the game, we'll need the appropriate author and licensing information for each map (and ideally a link to the source page / thread / repo where that information was originally provided). If licensing information was not provided by...
by MIH-XTC
19 Aug 2019, 15:06
Forum: Addon discussions
Topic: I have prepared all good maps for inclusion with the next release
Replies: 10
Views: 9442

I have prepared all good maps for inclusion with the next release

https://github.com/jbreija/WarzoneMapDB Boom, consider it done. 280 candidates that need to be tested/vetted by others. I gathered all of the maps from the addons section and the last 20 pages of this forum dating back to 2011. I manually recompiled each map and made sure every map has bases and sca...
by MIH-XTC
12 Aug 2019, 02:49
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 225
Views: 196850

Re: Enhanced Balance Mod for 3.x

I just had a revelation regarding AI and stat balancing. For a few years I've been wanting to make a neural network that plays WZ. I'm trying to get a machine learning job in real life and I've always thought WZ would be a good demo project to show a neural network beating a game. However, it's lame...
by MIH-XTC
12 Aug 2019, 02:07
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 225
Views: 196850

Re: Enhanced Balance Mod for 3.x

The AA Flak Cannon (AAGun2Mk1) "flags" attribute needs to be set ShootAir --> AirOnly. I'm not sure how/when I screwed that up but that needs fixing or else will significantly impact balance. Posting here is easier for me than dealing with Git; if you could make that fix please, thank you.
by MIH-XTC
09 Aug 2019, 16:55
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 225
Views: 196850

Re: Enhanced Balance Mod for 3.x

I might maintain this for some time. If anyone finds any bugs then report them here or at my fork . MIH-XTC's latest mod doesn't include the file changes for skirmish rules and Nullbot and I already made a few improvements so I'd recommend using my version of the mod found on my fork. Thank you ver...
by MIH-XTC
03 Aug 2019, 02:40
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 225
Views: 196850

Re: Enhanced Balance Mod for 3.x

done, I replaced the cam3-4 map with Windfury and mashed them together. Now cam3-4 is way harder and longer. I set reinforcements to 30 seconds. https://github.com/jbreija/Warzone2100EB/commit/683250570de8da9be5445b5f780147d61c1c82b3 I haven't tested the win conditions and the labels should be good ...
by MIH-XTC
02 Aug 2019, 01:38
Forum: Development
Topic: The proper way to add new tilesets into the game
Replies: 9
Views: 8517

Re: The proper way to add new tilesets into the game

Is there any way to rename a folder and reload a mod from within a WZ script? We could have tileset folders 4, 5, 6, 7 etc... and then have a function that renames/swaps tilesets 1-3 with some other set. From within a campaign script we could call swapTileset(existing, new) swapTileset(1,5); or mayb...
by MIH-XTC
01 Aug 2019, 22:31
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 225
Views: 196850

Re: Enhanced Balance Mod for 3.x

gotcha, I also just noticed the video sequence for cam3-4 actually includes the star arrangement of research centers that I deleted. I'll undo that... I have an idea to extend cam3-4 and make it into a master level. Since the video scenes for cam3-4 only focus on the upper right and lower left corne...
by MIH-XTC
31 Jul 2019, 19:59
Forum: Artwork
Topic: How do you rotate a graphical model?
Replies: 9
Views: 16911

Re: How do you rotate a graphical model?

Yea that makes sense now, they're the upper and lower limits used in conjunction with the recoil attribute. So it's purely a turret effect then. Yes flightSpeed definitely has some physics limits because I set it to 5 and the ripple rockets still fired near same speed. Upper limits are another story...
by MIH-XTC
31 Jul 2019, 19:22
Forum: Artwork
Topic: How do you rotate a graphical model?
Replies: 9
Views: 16911

Re: How do you rotate a graphical model?

I think it's due to having huge elevation values with the "Rocket-MRL-Homing-Hvy" weapon . It looks normal when it isn't trying to target something. "maxElevation": 90, (currently 800) "minElevation": -30, (currently 500) Oh wow you're right. That was my debugging atte...
by MIH-XTC
31 Jul 2019, 05:45
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 225
Views: 196850

Re: Enhanced Balance Mod for 3.x

Okay I have a new version ready that has fixed all of the above bugs. I also improved the maps again. Check beta1 as an example. I revised the ultscav difficulty and timers. Things should be manageable now but still not easy. I removed player 6 from early Alpha and made everything player 7. I also s...
by MIH-XTC
30 Jul 2019, 21:09
Forum: Artwork
Topic: How do you rotate a graphical model?
Replies: 9
Views: 16911

Re: How do you rotate a graphical model?

This is the model in wmit The Green axis is Z. It looks to be facing up. That model in used is a few places i suspect. What is the path to that pie file. I can only find gnhmsla. Okay thanks, I'll check out WMIT. I need to get a graphics viewer eventually, I've just been putting it off That model d...
by MIH-XTC
30 Jul 2019, 14:02
Forum: Artwork
Topic: How do you rotate a graphical model?
Replies: 9
Views: 16911

How do you rotate a graphical model?

I'm working with the following model of a rocket array: gnhmslaa2.pie Currently the rockets face downward and can be used on a VTOL to shoot downward. However, I'm trying to use it as a structure emplacement. The structure version is upside down and facing backwards. I need to rotate it 180 degrees ...
by MIH-XTC
29 Jul 2019, 23:04
Forum: Scripting
Topic: Are events global or specific to each player?
Replies: 3
Views: 16712

Re: Are events global or specific to each player?

Gotcha, this is what I suspected but just wanted to make sure. At the end of cam_eventDroidBuilt() it calls __camAddDroidToFactoryGroup() but that function assumes all enemies belong to the same enemy player. I would like to check if a droid belongs to UltScav before adding it to an AI group but Ult...
by MIH-XTC
29 Jul 2019, 16:59
Forum: Scripting
Topic: Are events global or specific to each player?
Replies: 3
Views: 16712

Are events global or specific to each player?

Are WZ events specific to each player when they are called or are they global? For example, if we have AI1.js, AI2.js, AI3.js, etc... and all of the AI's have an eventDroidBuilt() call, is that code specific to the AI that called it or is it global for all players? I'm thinking in campaign there is ...