Support for Xon's DLL files! This is a must for taescalation players! You will attract a lot of the Russians especially, because of how many are on gameranger, and because 99% of them are hardcore TAESC players. Flies and honey.
What algorithm/file is used to decipher the xon dll files? (Could this be implemented into ta3d)
I could probably create an outline for you on what im thinking of. What im thinking of is that, like ta's scriptor (Scriptor v_1[rc1]), where it uses the BOS outline (which is a lot like c++ btw
![Smile :)](./images/smilies/icon_smile.gif)
I can try to find out how this can work, i will look into the recorder components and get back to you as soon as i can.
Built-in Support for shields. =)
A) Question: What does ta3d use to decipher total annihilation's COB files? Is this still glitchy? You could use Scriptor's CFG files =). (not to sound like a broken record)
What sparks this question is that I am in the process of creating a shielded kbot and I would like to know if it has ANY chance of crashing ta3d.
The shield works in 3 ways:
When the unit is hit, it uses the solar collector's function of ACTIVATE. So say
HitByWeapon()
{
SET ACTIVATION TO 0;
SLEEP 500;
SET ACTIVATION TO 1;
}
this adds to it i believe. I don't think it does much, so I have not bothered to mess with it.
Secondly, it uses the Armoredstate command.
so here:
HitByWeapon()
{
SET ARMORED TO 1;
SET ACTIVATION TO 0;
SLEEP 500;
SET ACTIVATION TO 1;
SET ARMORED TO 0;
}
Now would this crash ta3d? :O
Built in shield support (elaborating)
I shall explain myself. IDK if this is done, I do not have a proper recompiler/decompiler for C++/Java/GLSL.
Starting out with an FBI tag, shielded=1;
now what this could do is activate a certain script function saying that the unit is armored.
say, add this function to a library .h file that the engine will call upon when it detects that shielded=1;
IfShielded(shield, shieldradius, maxd, timedelay) //shieldradius based loosely on ta's calculation of area of effect ?
{
shield=1;
shieldradius=100;
maxd=150; //light shield. Sumo laser and its down.
timedelay=5000; //5 second delay when unshielded.
}
Now what the engine can do is this:
Shield=1; in the .h file tells the engine that this IS a shield, that it should act like a shield, and do everything like a shield should.
Shieldradius=100; in the .h file tells the engine that the size of the shield covers a field of 100, an abstract integer unless an algorithm is set to determine just exactly how big "100" is.
![Smile :)](./images/smilies/icon_smile.gif)
Maxd=150; can be based on damage taken. Say if it gets hit by a sumo laser, then its down.
timedelay=5000; can be based on the maxdamage. activated when the shield is down, it can be a timedelay for between when the shield is down and when the shield restores itself.
I can make graphics, etc.....
Alternative Designs
Explosions.
Explosions, instead of being bitmaps, can be coded right? LUA/GLSL? (or both)?
Explosion Perspective can be flipped when the user changes perspective, and the Explosion can light up the ground AND features/units around it. (That opaque yellow effect you get, lighting everything around the explosion)
![Smile :)](./images/smilies/icon_smile.gif)
Unit perspective changes.
When you change perspective, or more like camera angle, the units tend to get distorted around the edges, like a really weak light tunnel effect. But just enough to make a Defender look sideways on a hill. Can this be changed? :O
Pathfinding.
How does pathfinding work? What do i need to solve this issue?
How does flow-field pathfinding work? =0
I would be happy to work on this.
More to come.