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Private Alpha Discussion / Re: Dyson Sphere tweaks
« Last post by BadgerBadger on Today at 05:49:13 PM »
So I think I figured out the GameCommand thing. So I can get a ship on a planet and queue up a few commands. But is there a mechanism to tell when there are no active move commands for a patrolling GameEntity so I can give it some additional commands? Otherwise I just have to queue up a very large number of commands and hope the ship doesn't run out before the code wants to send it to another planet.
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Private Alpha Discussion / Re: Dyson Sphere tweaks
« Last post by Draco18s on Today at 05:36:24 PM »
Neat!
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Private Alpha Discussion / Re: Dyson Sphere tweaks
« Last post by keith.lamothe on Today at 04:56:20 PM »
I'm currently working on the architecture for faction-specific per-faction settings like AIType, and intensity would go there too. I hope to have it released within 8 hours.
This statement naturally doomed any chance of it being released within 8 hours, so it's looking like tomorrow. But I do have AIType selection working now, as a custom field specific to the "AI" faction type, and an alternative AI type with an apt internal-name of "Annoying".

"So I hear you like bashing through ludicrous quantities of shields..."

This pattern would be followed by other faction-specific fields like intensity (for the dyson sphere) and starting alignment (for stuff like the neinzul roaming enclaves, if we wind up with an equivalent of those here: rather than having one faction produce 3 different alignments of units, you can add multiple factions of that type, each with different alignments, intensities, etc).
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AI War II - Modding / Re: The Nanocaust
« Last post by BadgerBadger on Today at 01:50:15 PM »
This code will make planet names reflect the Nanocaust's domination. A few bits aren't implemented as cleanly as possible, I suspect, but it works. Feel free to polish it.

Also, I think now that we colour the planet names depending on who controls them, and Unclaimed planets have a different colour from claimed planets, saying "(Unclaimed)" after a planet name is no longer necessary.
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Private Alpha Discussion / Re: Dyson Sphere tweaks
« Last post by Draco18s on Today at 01:41:19 PM »
I would love it as a planet graphic rather than as a unit.
Oh, me too.
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Private Alpha Discussion / Re: Dyson Sphere tweaks
« Last post by BadgerBadger on Today at 12:32:42 PM »
I would love it as a planet graphic rather than as a unit.
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Private Alpha Discussion / Re: Dyson Sphere tweaks
« Last post by keith.lamothe on Today at 12:12:06 PM »
Also ships will fly from outside the Dyson Sphere radius back into it. It seems like the collision check isn't working.
It only checks stationary things, which is why stuff can fly through other stuff in general. Collision checking that actually treats units as blocking other units from moving through them would basically break the game.

I think the problem is that the unit is just too big to look right as a unit. Either we need to make it small enough to look ok with the normal rules, or we need to adapt it into a planet graphic and have it not really be a unit at all (would no longer be something with a health bar or sim presence, etc, just its minions).
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Private Alpha Discussion / Re: Dyson Sphere tweaks
« Last post by BadgerBadger on Today at 11:43:15 AM »
The behaviour you describe is happening, but the Dyson Sphere visual is so large that it takes 5-10 seconds for ships to fly out and they are shooting the whole time. A ton of combat is happening with ships that are inside the Dyson Sphere visual, which is not desirable.  Sometimes tractor beams grab ships while they are still inside the Sphere Graphic.

Also ships will fly from outside the Dyson Sphere radius back into it. It seems like the collision check isn't working. Also also, if you set the radius to > 700 then the Dyson Sphere simply fails to spawn. 700 is still significantly smaller than the Dyson Sphere visual.
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Private Alpha Discussion / Re: Dyson Sphere tweaks
« Last post by keith.lamothe on Today at 11:34:01 AM »
I tweaked the radius of the Dyson Sphere, but the ships still spawn right in the center of the structure, well inside the radius of the structure.
That's normal. Same thing happens when the Ark builds ships. The ships should fly out due to normal decollision logic, such that they are entirely outside the circle you see when mouseovering the unit, etc. Is that not happening?

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For moving the Dyson Sphere around with SetWorldLocation, is there a mechanism to make sure it doesn't wind up too close to any of the AI structures? Would I have to compute the location of all the AI structures then find a suitable spot?
You can call this function on planet:

Code: [Select]
ArcenPoint GetSafePlacementPoint( ArcenSimContext Context, GameEntityTypeData EntityTypeToPlace, ArcenPoint BasePoint, int MinDistance, int MaxDistance )
So you could pass in CombatCenter as the BasePoint, and both MinDistance and MaxDistance to "ExternalConstants.Instance.Balance_AverageGravWellRadius * FInt.FromParts( 0, 850 )" or something like that. It probably needs to be far enough in that its sim-circle is entirely within the orbit ring, or strange things may happen.

Anyway, that function will try 100 times to get a point in the specified area that fits within the orbit ring and does not overlap with any unit or wormhole. If it fails after 100 tries it just returns the point 0,0 , which is way off in the middle of nowhere out of sight, so you can check for X==0 as a "just leave it where it is" condition, or try again with looser distance-from-center constraints, or whatever you like.
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Private Alpha Discussion / Re: Dyson Sphere tweaks
« Last post by BadgerBadger on Today at 11:16:25 AM »
I tweaked the radius of the Dyson Sphere, but the ships still spawn right in the center of the structure, well inside the radius of the structure.

For moving the Dyson Sphere around with SetWorldLocation, is there a mechanism to make sure it doesn't wind up too close to any of the AI structures? Would I have to compute the location of all the AI structures then find a suitable spot?
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