I think it actually does that. But it announces every unit it detects, without delay. Low Power, Insufficient Funds, and Silos Needed have a delay to not repeat the message every few frames. Thus, two stealth tanks an make the message play twice in just a few seconds. With bases under Cloak Generators, it can get really noisy.
Yes, but what happens is that EVA keeps repeating over and over even after the unit has already been detected. Not just once per unit. At least this happens when a unit with SensorsSight>0 detects something. I don't know if the same thing happens with SensorArray buildings. QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Dec 21, 2015 8:51 pm Post subject:
EVA-251 wrote:
I find making and following a naming convention helps tremendously in this regard. Keeps things short, concise and easily understood by you.
What isn't made clear by the identifier can be explained in a comment above it, or off to the right.
Presumably, this was in response to my post?
Yes, you are right, I simply need to overhaul my notation regarding IDs, then 24 letters will be far and wide sufficient. I'm getting to this right away. Thank you!
Askeladd wrote:
AlexB wrote:
I think it actually does that. But it announces every unit it detects, without delay. Low Power, Insufficient Funds, and Silos Needed have a delay to not repeat the message every few frames. Thus, two stealth tanks an make the message play twice in just a few seconds. With bases under Cloak Generators, it can get really noisy.
Yes, but what happens is that EVA keeps repeating over and over even after the unit has already been detected. Not just once per unit. At least this happens when a unit with SensorsSight>0 detects something. I don't know if the same thing happens with SensorArray buildings.
Yes, SensorArrays were the original instance of this "problem". _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Dec 22, 2015 10:57 am Post subject:
Yes, I just have to develop a functioning notation for it. I really thought that string-length extension would be a really minor thing, but since it is not, I'm sure I can find a way to shorten IDs. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
@Mig Eater: eh really ? just increasing the size of the map 300x300 would require that much ? wow never thought it would be that complex, I guess processing might be to much even for PC to handle :/ QUICK_EDIT
Its size is 395x95, which is most likely set via notepad, since the map editor doesn't allow for a value above 200. Or is this a matter of total size, since 395x95 is a bit less than the maximum size of 200x200. Either way, I've seen very few 200x200 maps, and while it allows for a lot to be done, maps of that size usually leave tons of unused space and often cause lag.
If that wasn't the case with such huge maps, I'd be in support of such a change. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
it can be set via notpad ? :O I didnt know that thanks..
Edit: I see what you, thanks any how.
Edit: Well my initial idea was to make 1 mission which had a huge open space for player to to go around with many objectives to do more of "Open-World" thing but I can see that it can be played with to be at max of 400x100 or vice versa. QUICK_EDIT
The game has a fixed number of cells, and it at times assumes they don't go over twohundredsomething. It might work, but generally not without flaws.
@all: I'm still not finished with the docs, and one thing I'm looking at is this uncomprehensive piece of bs. I'd like to simplify it, rip out the lists, and restructure this page. Complaints? Any more really bad parts that could need some rework? _________________ Last edited by AlexB on Sun Dec 27, 2015 12:34 am; edited 1 time in total QUICK_EDIT
I know this will not account for some of the more specific effects (laser fences), but it'll cut the list down by a few items.
Or else, you could use specific functions (e.g. Radar, Weapons, SpySat) as rows (or columns), rather than TechnoTypes.
I also feel that a few headers within the article (e.g. a header for each of the flags) would do good.
I personally have no issue comprehending the documentation as-is, but since you asked, that would be some shorthand advice I would give you from a formatting perspective.
Also, even though thats maybe too much work for such a small section, the whole "Is-this-unit-susceptible-to-EMP?" part under "ImmuneToEMP" could be done as a tree (like the Prerequisite diagram). _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
RC2 has arrived, a bit later than I planned. This December is an unusually warm month over here, and I was also affected with about 2°C above average. One could say I got some virus for Christmas, so don't complain about that ugly sweaters you all got. Anyhow... the documentation is almost done, all features are documented. There's a new Syringe, also compilied with VS 2015 Update 1. The readme has not yet been updated, so if you have problems running it, post here, please. Also, last time for complaints about the newly added features that absolutely cannot wait.
There are six issues that still need some testing, partially because of the new features and fixes below, partially for things that were available already. You can ignore the CLEG/Absorber fix, seems it's not working as intended.
Hopefully the last changes in RC2 for this release... which should happen soon after I'm satisfied with the testing.
Moved SolidLevel from Warhead to Projectile
InitialPayload did not work on pre-placed objects in single player missions
Suppress all Infantry or Unit DeathWeapons
[Warhead]DeathWeapon.SuppressVehicles= (boolean, defaults to no)
Whether all death weapons on VehicleTypes are suppressed. If no, DeathWeapon.Suppress is still checked.
[Warhead]DeathWeapon.SuppressInfantry= (boolean, defaults to no)
Whether all death weapons on InfantryTypes are suppressed. If no, DeathWeapon.Suppress is still checked.
Degrade / Trivial Structure Damage per House
[House]Degrades= (bool, defaults to !MultiplayPassive)
Whether Trivial Structure Damage is applied to this house. Only buildings owned by houses where this tag is enabled will degrade.
@Millennium: I was more thinking of removing lots of content there. In particular the big list above, and the descriptions of Cap for positive and negative Damage. Powered Units don't get that list, Operator doesn't either. Just EMP. _________________ QUICK_EDIT
DeathWeapon.Suppress= expansion
Degrade / Trivial Structure Damage per House
Aircraft Buildlimits can be bypassed
InitialPayload on SP map preplaced objects
EMP makes factories forget about waypoints
Can confirm above features and fixes seem to work just as expected now.
EDIT: Also tested Firestorm map actions. 92 (activate) seems to work properly (atleast for non-player houses), however I could not get 93 (deactivation) to work at all. _________________ Last edited by Starkku on Sun Dec 27, 2015 9:56 am; edited 2 times in total QUICK_EDIT
I looked at Map Action 93 and it had a copy and paste error preventing it being useful. It deactivates only if the Firestorm isn't on already. I fixed it and uploaded a new unstable build. _________________ QUICK_EDIT
I just found out that menu button action 'message' has not worked (instead of showing message dialog it just jumps back to the current menu) since 0.9. I can't confirm where exactly it got broken but it works in 0.9 and does not in earliest 0.A build I have on my HDD.
Map action 93 still does not seem to work as intended in latest unstable build. Something happens, but instead of deactivating it appears to 'reactivate' the Firestorm wall, accompanied by the same message I see when it gets activated the first time. _________________ QUICK_EDIT
There's a new build replacing a check for the old game data by one that checks the Ares data whether the Firestorm Wall is active. This should fix Map Action 93 hopefully.
Also, the QuickExit feature suppressed the menu messages, if enabled. Should work now, too.
@Ich-Henker: Yeah, I think this release is a step forward there. And all the changes even make the game faster. _________________ QUICK_EDIT
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