Forged Alliance Forever Forged Alliance Forever Forums 2014-01-08T09:39:24+02:00 /feed.php?f=45&t=6102 2014-01-08T09:39:24+02:00 2014-01-08T09:39:24+02:00 /viewtopic.php?t=6102&p=61346#p61346 <![CDATA[Re: GW ACU reinforcements]]>
If anyone has experience with the twisted module or pyqt4 some help would go a long way.

Statistics: Posted by Anaryl — 08 Jan 2014, 09:39


]]>
2014-01-06T08:39:59+02:00 2014-01-06T08:39:59+02:00 /viewtopic.php?t=6102&p=61137#p61137 <![CDATA[Re: GW ACU reinforcements]]> all not essential. no need to save what structures have been scouted. just fog of war everywhere. keep it simple.

Statistics: Posted by rootbeer23 — 06 Jan 2014, 08:39


]]>
2014-01-06T08:17:18+02:00 2014-01-06T08:17:18+02:00 /viewtopic.php?t=6102&p=61136#p61136 <![CDATA[Re: GW ACU reinforcements]]> Statistics: Posted by Anaryl — 06 Jan 2014, 08:17


]]>
2014-01-05T19:03:12+02:00 2014-01-05T19:03:12+02:00 /viewtopic.php?t=6102&p=61086#p61086 <![CDATA[Re: GW ACU reinforcements]]>
Anaryl wrote:
I think we can worry about that bridge if we come to it.


To be clear : If you spend 200 hours making the mod work, don't cry if it's never integrated.

This feature is not planned, and I'm not planning to do it either.

Statistics: Posted by Ze_PilOt — 05 Jan 2014, 19:03


]]>
2014-01-05T17:58:51+02:00 2014-01-05T17:58:51+02:00 /viewtopic.php?t=6102&p=61081#p61081 <![CDATA[Re: GW ACU reinforcements]]>
Oh just btw I found something inside the mod "UnitStates.lua"

Code:
all = {
   'Immobile',
   'Moving',
   'Attacking',
   'Guarding',
   'Building',
   'Upgrading',
   'WaitingForTransport',
   'TransportLoading',
   'TransportUnloading',
   'MovingDown',
   'MovingUp',
   'Patrolling',
   'Busy',
   'Attached',
   'BeingReclaimed',
   'Repairing',
   'Diving',
   'Surfacing',
   'Teleporting',
   'Ferrying',
   'WaitForFerry',
   'AssistMoving',
   'PathFinding',
   'ProblemGettingToGoal',
   'NeedToTerminateTask',
   'Capturing',
   'BeingCaptured',
   'Reclaiming',
   'AssistingCommander',
   'Refueling',
   'GuardBusy',
   'ForceSpeedThrough',
   'UnSelectable',
   'DoNotTarget',
   'LandingOnPlatform',
   'CannotFindPlaceToLand',
   'BeingUpgraded',
   'Enhancing',
   'BeingBuilt',
   'NoReclaim',
   'NoCost',
   'BlockCommandQueue',
   'MakingAttackRun',
   'HoldingPattern',
   'SiloBuildingAmmo',
}


I'm presuming these are just a list of possible unit states and these are just required by the script for the saving the unitstates - but I was thinking about dynamic selection priority and I really needed to get access to the 'Guarded' or 'AssistMoving' states, that would on a shield gen or scout assisting or guarding a unit, they would change their selection pri (not so hard to do) but I never quite figured out how to call on unit states as a trigger - for assist anyways. You wouldn't know much about doing that would you (calling/running a script/func on change of unit state)

Statistics: Posted by Anaryl — 05 Jan 2014, 17:58


]]>
2014-01-05T12:09:27+02:00 2014-01-05T12:09:27+02:00 /viewtopic.php?t=6102&p=61059#p61059 <![CDATA[Re: GW ACU reinforcements]]> Statistics: Posted by Ze_PilOt — 05 Jan 2014, 12:09


]]>
2014-01-05T12:05:20+02:00 2014-01-05T12:05:20+02:00 /viewtopic.php?t=6102&p=61057#p61057 <![CDATA[Re: GW ACU reinforcements]]> Statistics: Posted by Anaryl — 05 Jan 2014, 12:05


]]>
2014-01-02T08:50:14+02:00 2014-01-02T08:50:14+02:00 /viewtopic.php?t=6102&p=60693#p60693 <![CDATA[Re: GW ACU reinforcements]]> Statistics: Posted by Ze_PilOt — 02 Jan 2014, 08:50


]]>
2014-01-02T07:49:08+02:00 2014-01-02T07:49:08+02:00 /viewtopic.php?t=6102&p=60689#p60689 <![CDATA[Re: GW ACU reinforcements]]> Statistics: Posted by WinterShade — 02 Jan 2014, 07:49


]]>
2014-01-01T23:17:54+02:00 2014-01-01T23:17:54+02:00 /viewtopic.php?t=6102&p=60664#p60664 <![CDATA[Re: GW ACU reinforcements]]>
But close to that topic, at some point, I'm planning to keep ACUs explosions decals on planets and why not some wrecks from past battles.

Statistics: Posted by Ze_PilOt — 01 Jan 2014, 23:17


]]>
2014-01-01T22:59:25+02:00 2014-01-01T22:59:25+02:00 /viewtopic.php?t=6102&p=60662#p60662 <![CDATA[Re: GW ACU reinforcements]]> Statistics: Posted by Anaryl — 01 Jan 2014, 22:59


]]>
2014-01-01T12:52:38+02:00 2014-01-01T12:52:38+02:00 /viewtopic.php?t=6102&p=60612#p60612 <![CDATA[Re: GW ACU reinforcements]]> Statistics: Posted by WinterShade — 01 Jan 2014, 12:52


]]>
2014-01-01T12:14:18+02:00 2014-01-01T12:14:18+02:00 /viewtopic.php?t=6102&p=60607#p60607 <![CDATA[GW ACU reinforcements]]>
This reminded me of the multiplayer save mod, that has a number of scripts that can capture the entire gamestate and "save" it allowing for it to be played later on.

What I am thinking is we can use these scripts to save the gamestate to allow for a window where additional players are brought into the game.

The multiplayer save mod is available at viking.gurut.org under the mods.

However I am not a very good coder so whilst I can see how the varying pieces might fit together I'm not sure how to go about starting this process. First of all I think the trigger for the save state be a unit, a quantum beacon maybe built at t3.

Instead of returning a save file to the players, if this function could then trigger to send the game state to the FAF server, where it would be able to draw in accepted players before restoring the save game, but using hidden acus built "ofmap" to put into the new players.

What do you all think of this idea?

Statistics: Posted by Anaryl — 01 Jan 2014, 12:14


]]>