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New Engine is Buggy in Future Wars

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Date Editor Before After
11/26/2022 12:17:43 AMunknownrankShaman before revert after revert
Before After
1 Okay, so the clonedefs are there to do a few things: 1 Okay, so the clonedefs are there to do a few things:
2 \n 2 \n
3 1.) Shield: 3 1.) Shield:
4 Shields cannot be dynamically controlled via lua (yet) so area vs personal shield need two defs. 4 Shields cannot be dynamically controlled via lua (yet) so area vs personal shield need two defs.
5 \n 5 \n
6 2.) Lazarus: 6 2.) Lazarus:
7 This is mostly due to the unitdef tag "canResurrect". This just simplifies the code a bit I think. 7 This is mostly due to the unitdef tag "canResurrect". This just simplifies the code a bit I think.
8 \n 8 \n
9 3.) Jumpjets: 9 3.) Jumpjets:
10 This seems outdated. You can inject the jump command and dynamically control range/reload ( in fact FW does this already) . This is because jumpjets are completely lua. I just made entry points for them to be changed on the fly. In fact, I could potentially tie JJ range / reload to jump distance. 10 This seems outdated. You can inject the jump command and dynamically control range/reload ( in fact FW does this already) . This is because jumpjets are completely lua. I just made entry points for them to be changed on the fly. In fact, I could potentially tie JJ range / reload to jump distance. It would not be too difficult to do this lua side.