Alright. Its been a while but I am officially back. My laptop is (mostly) fixed (don't ask), and I have loaded up the most recent version (I think) of my map from the external hard drive (well, internal hard drive in an external enclosure). Now to remember what I was doing...
Star glitching is now fixed and no, triggers cannot select unselectable units. Hopefully the updated trigger works without that feature. Going to see if I can get a game going now. Its been a while.
thanks :D Ill get on that. Attack moves must not be considered orders to move. I've also made it so you bounce off of other players. First step towards complex maneuvers. Interestingly enough, I seem to have gotten a compiler error (or whatever the hell it would be in galaxy edit). Whenever you bounced off a unit, you would stop bouncing and just go right through walls (with no possible reason this could be looking at my triggers). Now that i've restarted however (and maybe recompiled?), everything works fine.
Yeah, complex maneuvers were on the list for a while, they are just such a pain in the ass to deal with. I think I got em down tho (can't test by myself). New update has 2 person maneuvers (with allied or dead units) along with a few bugfixes.
edit: whoops. oh dear god its buggy. Give me a minute....
edit2: fixed. Acceleration and max speed may have been off by a factor of 10...
edit3: finally got some people to test it. Its really, really buggy.
edit4: got rid of a couple bugs, but its still not acting nicely at all. I think part of it may have to do with latency/lag now. The game is just getting too confused. Got a couple of ideas on how to fix that, but its going to have to wait until tomorrow.
edit5: ahhh, there we go. Knocked out a couple more major bugs and I think it will work now (havent had a chance to test it). Also reduced the chance glitching out of the map by making you move at least 15 degrees away from the wall (instead of parallel to it). The only glitch location now is when you bounce right before a corner. I'll start working on that tonight.
edit6: well, this time I've actually gone over everything and think it will work. It will still be really buggy (i foresee people linked together from a ways apart), but I think the basic mechanic might not be horribly, horribly broken (as it has been the past few days).
Alright, I now have a super-sweet loading screen tutorial (spliced together from screen shots in Paint). And the glitching out of the map should be fixed (how many times have i said that?). Complex maneuvers still have a slight issue, but they appear to work for the most part.
Edit: lol, tried to fix a minor bug and made a super major one (you can shoot while dead). Also, unit grabbing seems to suck due to latency (ie, people are paired up several inches from eachother).
Edit2: fixed the whole dead unit shooting stuff... Not sure how latency is working, but i do know that there was a massive bug in that you couldn't control yourself if you got paired with someone and then depaired. Fixed that at least. Did find a bug in the round system not working properly... Score still increments, but round doesn't reset.
Alright. Its been a while but I am officially back. My laptop is (mostly) fixed (don't ask), and I have loaded up the most recent version (I think) of my map from the external hard drive (well, internal hard drive in an external enclosure). Now to remember what I was doing...
Star glitching is now fixed and no, triggers cannot select unselectable units. Hopefully the updated trigger works without that feature. Going to see if I can get a game going now. Its been a while.
If you issue an attack move command when you have no energy, you start walking... IN SPACE!!!
And Welcome Back :D
thanks :D Ill get on that. Attack moves must not be considered orders to move. I've also made it so you bounce off of other players. First step towards complex maneuvers. Interestingly enough, I seem to have gotten a compiler error (or whatever the hell it would be in galaxy edit). Whenever you bounced off a unit, you would stop bouncing and just go right through walls (with no possible reason this could be looking at my triggers). Now that i've restarted however (and maybe recompiled?), everything works fine.
@HamsterBoo: Go
Yea, attack moves are not *Smart* moves, nor *Move* moves, but rather *Attack* moves (the thing in the being the orderstring)
I assume you saw my post about suggestion for the complex maneuvers?
Also, can I be added to the project team?
Yeah, complex maneuvers were on the list for a while, they are just such a pain in the ass to deal with. I think I got em down tho (can't test by myself). New update has 2 person maneuvers (with allied or dead units) along with a few bugfixes.
edit: whoops. oh dear god its buggy. Give me a minute....
edit2: fixed. Acceleration and max speed may have been off by a factor of 10...
edit3: finally got some people to test it. Its really, really buggy.
edit4: got rid of a couple bugs, but its still not acting nicely at all. I think part of it may have to do with latency/lag now. The game is just getting too confused. Got a couple of ideas on how to fix that, but its going to have to wait until tomorrow.
edit5: ahhh, there we go. Knocked out a couple more major bugs and I think it will work now (havent had a chance to test it). Also reduced the chance glitching out of the map by making you move at least 15 degrees away from the wall (instead of parallel to it). The only glitch location now is when you bounce right before a corner. I'll start working on that tonight.
edit6: well, this time I've actually gone over everything and think it will work. It will still be really buggy (i foresee people linked together from a ways apart), but I think the basic mechanic might not be horribly, horribly broken (as it has been the past few days).
Alright, I now have a super-sweet loading screen tutorial (spliced together from screen shots in Paint). And the glitching out of the map should be fixed (how many times have i said that?). Complex maneuvers still have a slight issue, but they appear to work for the most part.
Edit: lol, tried to fix a minor bug and made a super major one (you can shoot while dead). Also, unit grabbing seems to suck due to latency (ie, people are paired up several inches from eachother).
Edit2: fixed the whole dead unit shooting stuff... Not sure how latency is working, but i do know that there was a massive bug in that you couldn't control yourself if you got paired with someone and then depaired. Fixed that at least. Did find a bug in the round system not working properly... Score still increments, but round doesn't reset.