Search found 783 matches

by Berserk Cyborg
01 Aug 2019, 01:06
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 216
Views: 84161

Re: Enhanced Balance Mod for 3.x

You'll want to incorporate fdebdf51fba6fe8e0286bb9c8ef534fb629589b9 since otherwise the crane on Alpha 1 will keep triggering the first trigger area within a few seconds. Another thing I saw is those super stabilized mortar structures (like those on Beta 1) have their projectile fired/spawned in fro...
by Berserk Cyborg
31 Jul 2019, 19:55
Forum: Artwork
Topic: How do you rotate a graphical model?
Replies: 9
Views: 2529

Re: How do you rotate a graphical model?

I've tested the min/max Elevation attribute several times and each time it seems to have no bearing... I was thinking that it was referring to the trajectory of the projectile and I was trying to create a slow arch effect. Apparently the elevation attribute effects the turret as well then. But I st...
by Berserk Cyborg
31 Jul 2019, 17:59
Forum: Artwork
Topic: How do you rotate a graphical model?
Replies: 9
Views: 2529

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.

Code: Select all

"maxElevation": 90, (currently 800)
"minElevation": -30, (currently 500)
by Berserk Cyborg
30 Jul 2019, 01:20
Forum: Scripting
Topic: Are events global or specific to each player?
Replies: 3
Views: 2507

Re: Are events global or specific to each player?

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 UltScav player # will change depending on the map so it's not a g...
by Berserk Cyborg
29 Jul 2019, 20:16
Forum: Scripting
Topic: Are events global or specific to each player?
Replies: 3
Views: 2507

Re: 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...
by Berserk Cyborg
28 Jul 2019, 20:45
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 216
Views: 84161

Re: Enhanced Balance Mod for 3.x

What do you think about having a completely new player on the maps instead of using UltScav for player 7? Game play wise there would be no difference. I don't like cyan color in Gamma. I guess it doesn't really matter as long as it works. As for completely unused players, the color codes for them a...
by Berserk Cyborg
28 Jul 2019, 03:52
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 216
Views: 84161

Re: Enhanced Balance Mod for 3.x

I think it's pretty spotty which trigger area/radius labels are using "subscriber", so it's probably an issue on some missions. This was something I wanted to check eventually, so I might as well start doing so. Edit: Wasn't as bad as I thought. PR 454 . Before trying things out, I did a very quick...
by Berserk Cyborg
26 Jul 2019, 17:18
Forum: Development
Topic: The proper way to add new tilesets into the game
Replies: 9
Views: 3895

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

Apparently it's read from the .ttp files? Don't know, Flame is a bewildering piece of work, nor do I know Visual Basic (or want to). I'd try sharpflame if only it had a installer still on github.

At worst you'll have to release the new campaign as an addendum mod to your EB-mod.
by Berserk Cyborg
24 Jul 2019, 04:36
Forum: Coding
Topic: Vulkan support
Replies: 53
Views: 25427

Re: Vulkan support

Setup the Vulkan sdk and all that on my Ubuntu-mate 19.04 install. Was successfully able to compile your latest branch and tested it a few times. At least the Vulkan backend doesn't get all laggy in fullscreen mode like it did for me with Windows, though maybe that is because I compiled Warzone myse...
by Berserk Cyborg
23 Jul 2019, 17:30
Forum: Campaign
Topic: New campaign 4 Delta is coming
Replies: 4
Views: 3267

Re: New campaign 4 Delta is coming

I just finished watching the end video scenes for Gamma and it's apparent there's not enough room in the current campaign to squeeze the EB mp tech tree in. Yeah, I had a feeling it would be a challenge to fit the EB tech tree, in full, into the campaign while adhering to the videos. According to t...
by Berserk Cyborg
22 Jul 2019, 22:13
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 216
Views: 84161

Re: Enhanced Balance Mod for 3.x

O_o Whoa, that was quick. Overall, the inclusion of all these new weapons and improved stats is a good thing. I think you went a tad bit crazy on the amount of helicopter factories on Alpha 6 (one is on an enemy LZ) and included way too many units in front of the Alpha 8 base... note the trucks won'...
by Berserk Cyborg
22 Jul 2019, 16:52
Forum: Campaign
Topic: no win conditions for cam1a
Replies: 2
Views: 1546

Re: no win conditions for cam1a

I thought this was resolved ~2 years ago... the original cause was due to loading saves with partially destroyed bases, which in turn made the campaign library not recognize when those bases were supposed to be flagged as destroyed. On Alpha 1, this was usually going to happen if the player left a "...
by Berserk Cyborg
21 Jul 2019, 16:11
Forum: Campaign
Topic: Merging MP tech tree with Campaign
Replies: 4
Views: 1708

Re: Merging MP tech tree with Campaign

I'm putting the mp tech tree in campaign and I'm noticing research upgrades do not automatically become available when prerequisites are complete. For example, the 2nd engine upgrade should become available after the 1st engine upgrade is finished. In mp this is the case but in campaign it is not. ...
by Berserk Cyborg
20 Jul 2019, 16:32
Forum: Campaign
Topic: Perf impact of libcampaign and group management
Replies: 7
Views: 3009

Re: Perf impact of libcampaign and group management

After playing around with cam1a I think there is a fundamental misunderstanding of how groups were intended to work. In FlaMe it shows that cam1a has 2 scavs - players 6 and 7. I think group management was intended to be accomplished through using multiple scav players. I don't see anywhere in camp...
by Berserk Cyborg
19 Jul 2019, 18:21
Forum: Campaign
Topic: Perf impact of libcampaign and group management
Replies: 7
Views: 3009

Re: Perf impact of libcampaign and group management

By "group management" we are talking about controlling units in a group. Or, more simply, what AI bot makers would call "tactics". In campaign this can range from a simple attack order, to compromising a location (LZ), to defending a location, to patrolling certain locations, or following a commande...