GW ACU reinforcements

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GW ACU reinforcements

Postby Anaryl » 01 Jan 2014, 12:14

I suspect I may have derived away for us to be able to deploy additional commanders in game. I recall people talking to zep about this and he saying there's no way to introduce new players to an existing game.

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?
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Re: GW ACU reinforcements

Postby WinterShade » 01 Jan 2014, 12:52

Maybe instead of having a T3 Beacon, have a planetary defense that can be built by say a level 6 or higher, that functions like the quantum beacon but doesn't require T3 to reach, but the ability to join mid-gam would only be available on planets with such gates? Although I do not know how well this will work with the save files, I am no coder myself either.
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Re: GW ACU reinforcements

Postby Anaryl » 01 Jan 2014, 22:59

In terms of of using a unit or ability to trigger the "save event" that shouldn't be a problem - but having looked over it more last night - there would need to be a change to the script and UI so ther savegamestate is triggered by an ingame ability rather than a UI element. I'm still trying to get my head around all the code for the Multiplayer Save mod - I may have to talk to some coder friends about where to start.
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Re: GW ACU reinforcements

Postby Ze_PilOt » 01 Jan 2014, 23:17

Even if it's possible, it's already hard enough to make normal games working, I don't think I will have the courage to debug such feature.

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.
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Re: GW ACU reinforcements

Postby WinterShade » 02 Jan 2014, 07:49

So it would be like having the craters from ACU kills still present and unreclaimed wrecks?
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Re: GW ACU reinforcements

Postby Ze_PilOt » 02 Jan 2014, 08:50

Yes. Maybe.
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Re: GW ACU reinforcements

Postby Anaryl » 05 Jan 2014, 12:05

I think this can be done _ I will try and prototype a proof of concept over the next week. It's a nasty messy job, but the scripts are there. Whether you want to integrate it or not zep - up to you - I'm more interested in the doing thereof
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Re: GW ACU reinforcements

Postby Ze_PilOt » 05 Jan 2014, 12:09

I'm not that worried for the FA part, I'm more worried about managing all this server-side. It's not a simple task at all.
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Re: GW ACU reinforcements

Postby Anaryl » 05 Jan 2014, 17:58

I think we can worry about that bridge if we come to it.

Oh just btw I found something inside the mod "UnitStates.lua"

Code: Select all
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)
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Re: GW ACU reinforcements

Postby Ze_PilOt » 05 Jan 2014, 19:03

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.
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