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Same speed by default

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Date Editor Before After
7/15/2018 1:22:39 PMunknownrankShaman before revert after revert
7/15/2018 9:46:51 AMunknownrankShaman before revert after revert
7/15/2018 9:39:17 AMunknownrankShaman before revert after revert
Before After
1 So far research hasn't progressed well. I don't understand what some of the basic commands are doing and how the engine handles group moves. So far I know how to replicate the fight ctrl command but not the line move. I'll publish some results of the research at hand and hopefully be able to invoke hoko or someone who is an engine sec. I'll release the current fight widget at the end of the day hopefully. 1 So far research hasn't progressed well. I don't understand what some of the basic commands are doing and how the engine handles group moves. So far I know how to replicate the fight ctrl command but not the line move. I'll publish some results of the research at hand and hopefully be able to invoke hoko or someone who is an engine sec. I'll release the current fight widget at the end of the day hopefully.
2 \n 2 \n
3 At the moment I learned there's a param called coded and it seems 80 does something with the group movement. No other command is issued. Commands can be modified in widget:CommandNotify() which is kind of interesting. It seems some units use this "rawmove" cmd. I have no idea what the difference is but it seems to go to some gadget and if you send it an invalid/unexpected input, the gadget throws errors and the units get broken (as seen in my post in the in game fails entitled the derpy circus). 3 At the moment I learned there's a param called coded and it seems 80 does something with the group movement. No other command is issued. Commands can be modified in widget:CommandNotify() which is kind of interesting. It seems some units use this "rawmove" cmd. I have no idea what the difference is but it seems to go to some gadget and if you send it an invalid/unexpected input, the gadget throws errors and the units get broken (as seen in my post in the in game fails entitled the derpy circus).
4 \n 4 \n
5 This behavior causes some interesting effects. For instance, units with leading weapons will derp up and try to attack in front of the derped unit. It seems that it tries to predict the location based on the unit's acceleration (or something) and not actual velocity. This is akin to someone shooting the ground in front of you with a weapon while you walk in place. It's quite weird. One could in theory create a widget to derp units with a hotkey as some sort of micro and exploit it to break skirmishers and other things. 5 This behavior causes some interesting effects. For instance, units with leading weapons will derp up and try to attack in front of the derped unit. It seems that it tries to predict the location based on the unit's acceleration (or something) and not actual velocity. This is akin to someone shooting the ground in front of you with a weapon while you walk in place. It's quite weird. One could in theory create a widget to derp units with a hotkey as some sort of micro and exploit it to break skirmishers and other things.
6 \n
7 Update:
8 [5:56 AM] GoogleFrog: set wanted max speed
9 [5:56 AM] GoogleFrog: echo the order [color=orange][tooltip=edited: queeu]queue[/tooltip][/color]
10 \n
11 This requires testing!