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PostPosted: Tue Jan 13, 2009 22:05 pm 
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Joined: Sat Jul 14, 2007 15:44 pm
Posts: 14001
Location: Seldwyla
So, wird mal Zeit, das zu ordnen...

Möge bitte jeder, der was gefunden hat, was helfen könnte, den Zeppelin (FlyingTrader_Obj) anwählbar und angreifbar zu machen und ihm die Fähigkeit zu geben, wirklich zu fliegen, und nicht "wasserscheu" zu sein und bei Plateaus wie z.B. auf die gefallenen Stämme in Schlangenlinien dem Weg zu folgen, den Infanteristen nehmen würden.
Alle Fundstücke sind willkommen, außer der Datei _TechTree.ttree - denn die ist der Paraworld Techtree, klar, dass da was drin ist. ;)

Bisher mal das was ich gefunden habe:

[...]\Sunflowers\ParaWorld\Data\Base\Scripts\Server\classes\misc
all_vehicles.txt
Code:

   FlyingTrader_Obj {
      classattribs {
         classname = 'CGameObj'
         gfx = 'FlyingTrader'
      }
      objectattribs {
         tribe = 'Special'
      }
   }




[...]\Sunflowers\ParaWorld\Data\Base\Scripts\Server\settings\techtree

_AI_ObjectData.txt

Code:
FlyingTrader_Obj {
         FourCC = 'VHCL'
         Tribe = 'Special'
         Description = '_flyingtrader'
         ExtractedBoniFromHelp = '0'
         Boni_CHTR = '0'
         Boni_ANML = '0'
         Boni_VHCL = '0'
         Boni_BLDG = '0'
         Skulls_Lvl0 = '5.000000'
         Skulls_Lvl1 = '5.000000'
         Skulls_Lvl2 = '5.000000'
         Skulls_Lvl3 = '5.000000'
         Skulls_Lvl4 = '5.000000'
         Threat = '2.0'
      }




[...]\Sunflowers\Paraworld\Data\Base\Scripts\Server\classes\FightingObj\TransportObj

Vehicle.usl

Code:
class CFlyingTraderObj inherit CVehicle

   export proc void OnInit(bool p_bLoad)
      super.OnInit(p_bLoad);
      SetHitable(false);
      SetSelectable(false);
      SetCanWalk(false);
      SetCanFly(true);
   endproc;

   export proc void HandleGamePlayCommand(string p_sCommand, ^CGameObj p_pxObject, vec3 p_vPos, string p_sMiscParams)
      if(p_sCommand.Find("Action")>=0)then
         if(p_sMiscParams.Find("/Walk")>=0) then
            p_sMiscParams+=" /NoPF / NoHeightAdapt";
         endif;
      endif;
      super.HandleGamePlayCommand(p_sCommand,p_pxObject,p_vPos,p_sMiscParams);
   endproc;
   
   export proc void GoTo(vec3 p_vPos, bool p_bUserCommand, int p_iSpeed, bool p_bUsePathfinder, bool p_bHeightAdaption, bool p_bOnWall, bool p_bQueued, bool p_bUseMaterial)
      //super.GoTo(p_vPos, p_bUserCommand, p_iSpeed, p_bUsePathfinder, p_bHeightAdaption, p_bOnWall, p_bQueued, p_bUseMaterial);
      var bool bAdd = true;
      var ^CWalkToPos pxTask=cast<CWalkToPos>(CSrvWrap.GetUSLFactoryMgr().CreateState(GetFSM(),"Walk2Pos"));
       pxTask^.SetUserCommand(p_bUserCommand);
       pxTask^.SetUseMoveAction(true, "standanim");
       pxTask^.Init(GetHandle(),p_vPos,p_iSpeed,p_bUsePathfinder,p_bHeightAdaption,p_bOnWall, p_bUseMaterial);
       AddTask(pxTask, bAdd);
   endproc;

   export proc void Damage(real p_fDamage)
   endproc;
   
   export proc bool DoesCountInUnitLimit()
      return false;
   endproc;

endclass;



Balancing soll hier NICHT besprochen werden, es hantelt sich lediglich um eine Stoffsammlung. Und über Tests diesbezüglich.

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PostPosted: Mon Jan 26, 2009 21:08 pm 
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So Leute, wie kriegen wir dieses Ding anklick- und angreifbar? Hat einer eine Idee?

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PostPosted: Mon Jan 26, 2009 21:35 pm 
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Joined: Wed Jul 25, 2007 17:16 pm
Posts: 4898
Location: Germany
So? (Stellen zum Ändern sind dick)


[...]\Sunflowers\ParaWorld\Data\Base\Scripts\Server\classes\misc
all_vehicles.txt


FlyingTrader_Obj {
classattribs {
classname = 'CGameObj'
gfx = 'FlyingTrader'
}
objectattribs {
tribe = 'Special'
}
}



[...]\Sunflowers\ParaWorld\Data\Base\Scripts\Server\settings\techtree

_AI_ObjectData.txt

FlyingTrader_Obj {
FourCC = 'VHCL'
Tribe = 'Special'
Description = '_flyingtrader'
ExtractedBoniFromHelp = '0'
Boni_CHTR = '0'
Boni_ANML = '0'
Boni_VHCL = '0'
Boni_BLDG = '0'
Skulls_Lvl0 = '5.000000'
Skulls_Lvl1 = '5.000000'
Skulls_Lvl2 = '5.000000'
Skulls_Lvl3 = '5.000000'
Skulls_Lvl4 = '5.000000'

Threat = '2.0' (?)
}



[...]\Sunflowers\Paraworld\Data\Base\Scripts\Server\classes\FightingObj\TransportObj

Vehicle.usl

class CFlyingTraderObj inherit CVehicle

export proc void OnInit(bool p_bLoad)
super.OnInit(p_bLoad);
SetHitable(false);
SetSelectable(false);
SetCanWalk(false);
SetCanFly(true);
endproc;

export proc void HandleGamePlayCommand(string p_sCommand, ^CGameObj p_pxObject, vec3 p_vPos, string p_sMiscParams)
if(p_sCommand.Find("Action")>=0)then
if(p_sMiscParams.Find("/Walk")>=0) then
p_sMiscParams+=" /NoPF / NoHeightAdapt";
endif;
endif;
super.HandleGamePlayCommand(p_sCommand,p_pxObject,p_vPos,p_sMiscParams);
endproc;

export proc void GoTo(vec3 p_vPos, bool p_bUserCommand, int p_iSpeed, bool p_bUsePathfinder, bool p_bHeightAdaption, bool p_bOnWall, bool p_bQueued, bool p_bUseMaterial)
//super.GoTo(p_vPos, p_bUserCommand, p_iSpeed, p_bUsePathfinder, p_bHeightAdaption, p_bOnWall, p_bQueued, p_bUseMaterial);
var bool bAdd = true;
var ^CWalkToPos pxTask=cast<CWalkToPos>(CSrvWrap.GetUSLFactoryMgr().CreateState(GetFSM(),"Walk2Pos"));
pxTask^.SetUserCommand(p_bUserCommand);
pxTask^.SetUseMoveAction(true, "standanim");
pxTask^.Init(GetHandle(),p_vPos,p_iSpeed,p_bUsePathfinder,p_bHeightAdaption,p_bOnWall, p_bUseMaterial);
AddTask(pxTask, bAdd);
endproc;

export proc void Damage(real p_fDamage)
endproc;

export proc bool DoesCountInUnitLimit()
return false;
endproc;


endclass;

[/quote]

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PostPosted: Tue Jan 27, 2009 13:34 pm 
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Joined: Sat Jul 14, 2007 15:44 pm
Posts: 14001
Location: Seldwyla
Triceratops wrote:
all_vehicles.txt
objectattribs {
tribe = 'Special'


Ich kann mir nicht vorstellen dass das hilft. :( Der Zeppelin bleibt ja bei Special, ihn für jedes Volk einzeln zu erstellen wäre unnötig.

Quote:
[...]\Sunflowers\ParaWorld\Data\Base\Scripts\Server\settings\techtree

_AI_ObjectData.txt

Tribe = 'Special'

Siehe oben

ExtractedBoniFromHelp = '0'

Was bewirkt das? Ich nehme an, sowas wie Coles Angriffsbonus oder so... nur allgemein.


[b] Boni_CHTR = '0'
Boni_ANML = '0'
Boni_VHCL = '0'
Boni_BLDG = '0'
Skulls_Lvl0 = '5.000000'
Skulls_Lvl1 = '5.000000'
Skulls_Lvl2 = '5.000000'
Skulls_Lvl3 = '5.000000'
Skulls_Lvl4 = '5.000000'


Das ist belanglos, Skulls werden im TechTree festgelegt.

Threat = '2.0' (?)
}

Auch kp was Threat bedeuten soll ^^ wir könnens versuchen, aber in was sollen wir es ändern?


Quote:
[...]\Sunflowers\Paraworld\Data\Base\Scripts\Server\classes\FightingObj\TransportObj

Vehicle.usl

class CFlyingTraderObj inherit CVehicle

SetHitable(false);
SetSelectable(false);
SetCanWalk(false);
SetCanFly(true);
endproc;

Schon versucht - kein Erfolg damit. :(

export proc bool DoesCountInUnitLimit()
return false;
endproc;


Was soll man da ändern? :( false in true?


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2nd Place Saturday Battle Tournament 2010.
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PostPosted: Tue Jan 27, 2009 14:06 pm 
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Posts: 4898
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Wie sehen denn die Dateien des Nordvolk-Transportschiffes aus?

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