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#21 Moreartillery

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Posted 04 November 2019 - 12:00 AM

That works well. Can you also add a restriction for landing near enemy units?

 

Also could you add a 'minimum time between attacks' modifier which is per bomber rather then shared between all of them?

 

Finally can you write code that lets tyranids gain resources from the cannibalize action, without changing the effect for tau?


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#22 Gambit

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Posted 04 November 2019 - 11:21 AM

That works well. Can you also add a restriction for landing near enemy units?

Yes, but that would make the flyovers TOO "stingy"...

There almost always will be other squads nearby.

 

Also could you add a 'minimum time between attacks' modifier which is per bomber rather then shared between all of them?

We only need to make the variable local for this (self.) :thumbsuphappy:

I will make it so today or tomorrow.

 

 

Finally can you write code that lets tyranids gain resources from the cannibalize action, without changing the effect for tau?

This requires SCaR (it is not AI) and I will have to make a new rule for that.

It is more time-consuming.

If it is really necessary, I will do it.

But most possibly at this weekend.


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#23 Gambit

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Posted 05 November 2019 - 07:44 PM

OK, ready:

----------------------------------------
-- File: 'maraudertactic.ai'
-- Created by Gambit @ 02.11.2019

class 'MarauderTactic' (GuardVehicleTactic)

Marauder = {}

function MarauderTactic:__init( squad_ai ) super( squad_ai )

    self:SetName("Marauder Tactic")

    -- Modifiable Stats
    Marauder.G_Time_Between_Successive_Attacks = 0        -- If multiple bombers, do not have them attack simultaneously. Keep lower than 6, if enabled.
    self.iMinAttackTimeInterval = 16                    -- For EACH bomber, the time between successive attack (keep in mind the time each attack takes!).
    Marauder.G_Proximity_Return_Distance = 38            -- The distance from base that we deem minimum to consider the flyer is "back to base".
    Marauder.G_Max_Attacking_Range_From_Base = 280        -- The max range OF THE ENEMY, that the flyer will attempt a fly-over.
    Marauder.G_AttackInfantry = true                    -- Self-explanatory.
    Marauder.G_AttackVehicles = true                    -- Self-explanatory. If both true, target will be chosen randomly.
    Marauder.G_AttackInfiltratedUnits = false            -- Self-explanatory.
    Marauder.G_AttackOnlyUnitsWeCanSee = false            -- Self-explanatory. Experiential. Better keep it to [false].
    Marauder.G_AttackOnlyUnitsWeCanSeeRange = 35        -- If previous is true, this is the detecting range (proximity) of our nearby troops.
    Marauder.G_DoNotAttackIfEnemyBuildingsAtLandingProximity = true        -- Self-explanatory.
    Marauder.G_DoNotAttackIfEnemyBuildingsWithin = 35                    -- If the above is enabled, this is the range.
    Marauder.G_DoNotAttackIfEnemyTroopsAtLandingProximity = true        -- Self-explanatory.
    Marauder.G_DoNotAttackIfEnemyTroopsWithin = 30                        -- If the above is enabled, this is the range. The flyer will try to land far.
    Marauder.G_HQ_Name = "guard_hq"                        -- The name of the HQ of the player. It is the AE name. No need to change, for Guard.

    -- Other Stats
    self.initialPosition = self.squad_ai:GetPosition()
    Marauder.G_Proximity_Return_Distance_Sqr = Marauder.G_Proximity_Return_Distance * Marauder.G_Proximity_Return_Distance
    Marauder.G_Proximity_Return_Distance_Triangulation = Marauder.G_Proximity_Return_Distance * 0.6
    Marauder.G_NextAttackTMR = g_iGMT
    self.iAttackTMR = g_iGMT
    if Marauder.G_Update_HQsTMR == nil then
        Marauder.G_Update_HQsTMR = g_iGMT
    end
    if Marauder.G_Player_HQsPositions == nil then
        Marauder.G_Player_HQsPositions = {}
    end
end


function MarauderTactic:InitAbilities()

    --[[ Init ability ID's  / ABILITIES NO LONGER USED!
    if Marauder.smoke_id == nil then
        Marauder.smoke_id = cpu_manager.stats:GetAbilityID( "guard_smoke_bombs" )
        Marauder.krak_id = cpu_manager.stats:GetAbilityID( "guard_krak_bombs" )
        Marauder.incendiary_id = cpu_manager.stats:GetAbilityID( "guard_incendiary_bombs" )
    end]]
end


function MarauderTactic:DoAbilities()

    -- First, update HQs positions every 8 secs
    if g_iGMT > Marauder.G_Update_HQsTMR + 8 then
        Marauder.G_Update_HQsTMR = g_iGMT
        self:UpdateHQs()
    end

    -- Now check if we must return (after an attack), or we are at a base
    self.initialPosition = self.squad_ai:GetPosition()
    local must_retrun = true
    for i = 1, table.getn(Marauder.G_Player_HQsPositions) do
        if distance_sqr(Marauder.G_Player_HQsPositions[i],self.initialPosition) < Marauder.G_Proximity_Return_Distance_Sqr then
            must_retrun = false
            break
        end
    end

    if self.squad_ai:CanJump() then
        -- In case we are away from the base, return to a random valid place (HQ)
        if must_retrun then
            local all_bases = table.getn(Marauder.G_Player_HQsPositions)
            if all_bases > 0 then
                local iBasePos = Marauder.G_Player_HQsPositions[math.random(1,all_bases)]
                self:ForceSquadJumpNearBack(iBasePos)
            end
        -- We are at base. We must try to perform an attack
        else
            if g_iGMT < Marauder.G_NextAttackTMR + Marauder.G_Time_Between_Successive_Attacks
            or g_iGMT < self.iAttackTMR + self.iMinAttackTimeInterval then
                return
            end
            local iEnemySquadInf = nil
            local iEnemySquadVeh = nil
            local iEnemySquad = nil
            if Marauder.G_AttackInfantry then
                iEnemySquadInf = Ability.Filters.CloseInfantryEnemy(self.initialPosition, Marauder.G_Max_Attacking_Range_From_Base, 5)
                --cpu_manager.cpu_player:FindFirstInfantryEnemy(self.initialPosition, Marauder.G_Max_Attacking_Range_From_Base, 5)
            end
            if Marauder.G_AttackVehicles then
                iEnemySquadVeh = Ability.Filters.CloseVehicleEnemy(self.initialPosition, Marauder.G_Max_Attacking_Range_From_Base, 1)
                --cpu_manager.cpu_player:FindFirstVehicleEnemy(self.initialPosition, Marauder.G_Max_Attacking_Range_From_Base, 1)
            end
            if iEnemySquadInf ~= nil and iEnemySquadVeh ~= nil then
                if math.random(1,2) == 1 then
                    iEnemySquad = iEnemySquadInf
                else
                    iEnemySquad = iEnemySquadVeh
                end
            elseif iEnemySquadInf ~= nil and iEnemySquadVeh == nil then
                iEnemySquad = iEnemySquadInf
            else
                iEnemySquad = iEnemySquadVeh
            end
            if iEnemySquad ~= nil then
                if Marauder.G_AttackInfiltratedUnits or (not iEnemySquad:IsInfiltrating()) then
                    local iEnemyPos = iEnemySquad:GetPosition()
                    if (not Marauder.G_AttackOnlyUnitsWeCanSee) or self:WeCanSeePos(iEnemyPos) then
                        -- Do NOT perform a flyover, if we have our troops nearby!
                        if cpu_manager.cpu_player:FindFirstHurtSquad( iEnemyPos, 6 ) == nil then
                            self:ForceSquadAttackJumpNear(iEnemyPos)
                            Marauder.G_NextAttackTMR = g_iGMT
                        end
                    end
                end
            end
        end
    end

    --[[ Check if we can deploy smoke / ABILITIES NO LONGER USED!
    if (self.squad_ai:CanDoAbility(Marauder.smoke_id)) then
    
        -- Search a squad
        local iRange = self.squad_ai:GetAbilityRange(Marauder.smoke_id)
        local oUnit = Ability.Filters.CloseHurt(self.squad_ai:GetPosition(), iRange, 1)
        if (oUnit ~= nil and oUnit:IsInCombat() and cpu_manager:GetUnitStrength(oUnit) > 150) then
            self.squad_ai:DoSpecialAbilitySquad(Marauder.smoke_id, oUnit:GetSquad())
        end
    end
    -- Check if we're in close combat - Krak
    local oEnemySquad = Ability.Filters.CloseVehicleEnemy(self.squad_ai:GetPosition(), 0, 1)
    if (oEnemySquad ~= nil) then
    
        -- Check if we can drop Krak Bombs
        if (self.squad_ai:CanDoAbility(Marauder.krak_id)) then
            self.squad_ai:DoSpecialAbility(Marauder.krak_id)
        end
    end
    -- Check if we're in close combat - Incendiary
    oEnemySquad = Ability.Filters.CloseInfantryEnemy(self.squad_ai:GetPosition(), 0, 5)
    if (oEnemySquad ~= nil and not oEnemySquad:IsBroken()) then
    
        -- Check if we can drop Incendiary Bombs
        if (self.squad_ai:CanDoAbility(Marauder.incendiary_id)) then
            self.squad_ai:DoSpecialAbility(Marauder.incendiary_id)
        end
    end]]
    --[[ Checks jump-able stuck squads, and force them to jump nearby / NO LONGER USED!
    if self.squad_ai:CanJump() then
        self:SolveStuckCase()
    end]]
end


function MarauderTactic:UpdateHQs()
    Marauder.G_Player_HQsPositions = {}
    for oBuilding in military_manager:GetBases() do
        if (oBuilding:IsValid() and oBuilding:GetBaseName() == Marauder.G_HQ_Name) then
            table.insert(Marauder.G_Player_HQsPositions,oBuilding:GetPosition())
        end
    end
end


-- Unstuck Code --------------------------------------------------
function MarauderTactic:SolveStuckCase()
    local iPosition = self.squad_ai:GetPosition()
    if iPosition.x ~= self.initialPosition.x or iPosition.z ~= self.initialPosition.z then
    -- NOT stuck, update previous position and return, we are all good
        self.initialPosition = iPosition
        return
    end

    -- If we got here, the squad is NOT moving. See if it is simply waiting, or is stuck!
    local state = self.squad_ai:GetTactic():GetState()
    if (self.squad_ai:IsInStateMove() or self.squad_ai:IsInStateAttackMove() or state == "Attack") and not self.squad_ai:IsInCombat()
    and iPosition.x == self.initialPosition.x and iPosition.z == self.initialPosition.z then
    -- STUCK!!!!! Run the unstuck code
        self:ForceSquadJumpNear(iPosition)
    end
    -- Update previous position anyway
    self.initialPosition = self.squad_ai:GetPosition()
end

function MarauderTactic:ForceSquadJumpNear(pos)
    local iPos = self.squad_ai:GetPosition()
    local vJumpPosition = self.squad_ai:GetPosition()
    local jumpDist = self.squad_ai:GetJumpDistance()
    local jumpDistSqr = jumpDist * jumpDist
    local vDir = cpu_manager:GetDirectionToEnemy(pos)
    -- First, try an unstuck jump TOWARDS the enemy
    -- Try to jump somewhere near, perform 30 checks in total, for a viable position
    for i = 1, 12 do
        -- Create a jump position
        vJumpPosition.x = pos.x + vDir.x * math.random(10, jumpDist)
        vJumpPosition.z = pos.z + vDir.z * math.random(10, jumpDist)
        -- Check if target position is in range and if unit is able to jump to target position
        local iDistanceSqr = distance_sqr(vJumpPosition, iPos)
        if iDistanceSqr < jumpDistSqr and self.squad_ai:CanJumpToPosition(vJumpPosition) then
            -- Jump to position
            self.squad_ai:DoJump(vJumpPosition)
            self.last_jump = g_iGMT
            self.m_iLastGatherMove = self.last_jump - 10
            return
        end
    end
    -- Then try any random nearby place, as a secondary option
    for i = 1, 18 do
        -- Create a jump position
        vJumpPosition.x = pos.x + 0.7 * math.random(-jumpDist, jumpDist)
        vJumpPosition.z = pos.z + 0.7 * math.random(-jumpDist, jumpDist)
        -- Check if target position is in range and if unit is able to jump to target position
        local iDistanceSqr = distance_sqr(vJumpPosition, iPos)
        if iDistanceSqr < jumpDistSqr and self.squad_ai:CanJumpToPosition(vJumpPosition) then
            -- Jump to position
            self.squad_ai:DoJump(vJumpPosition)
            self.last_jump = g_iGMT
            self.m_iLastGatherMove = self.last_jump - 10
            return
        end
    end
end


function MarauderTactic:ForceSquadJumpNearBack(pos)
    local iPos = self.squad_ai:GetPosition()
    local vJumpPosition = self.squad_ai:GetPosition()
    local jumpDist = self.squad_ai:GetJumpDistance()
    local jumpDistSqr = jumpDist * jumpDist
    local vDir = cpu_manager:GetDirectionToEnemy(pos)
    -- Try to jump somewhere near, perform 15 checks in total, for a viable position, AWAY from the enemy
    for i = 1, 15 do
        -- Create a jump position
        vJumpPosition.x = pos.x - vDir.x * math.random(4, Marauder.G_Proximity_Return_Distance_Triangulation)
        vJumpPosition.z = pos.z - vDir.z * math.random(4, Marauder.G_Proximity_Return_Distance_Triangulation)
        -- Check if target position is in range and if unit is able to jump to target position
        local iDistanceSqr = distance_sqr(vJumpPosition, iPos)
        if iDistanceSqr < jumpDistSqr and self.squad_ai:CanJumpToPosition(vJumpPosition) then
            -- Jump to position
            self.squad_ai:DoJump(vJumpPosition)
            --self.last_jump = g_iGMT
            --self.m_iLastGatherMove = self.last_jump - 10
            return
        end
    end
end


function MarauderTactic:ForceSquadAttackJumpNear(pos)
    local vJumpPosition = self.squad_ai:GetPosition()
    local jumpDist = self.squad_ai:GetJumpDistance()
    local jumpDistSqr = jumpDist * jumpDist    
    local ix = 0; local iz = 0;
    if sqr(pos.x-vJumpPosition.x) < 0.0001 then
        iz = 1
    else
        local a = (pos.z-vJumpPosition.z)/(pos.x-vJumpPosition.x)
        ix = math.sqrt(1/(sqr(a) + 1))
        iz = math.abs(a*ix)
    end
    if vJumpPosition.x > pos.x then ix = -1*ix end
    if vJumpPosition.z > pos.z then iz = -1*iz end
    -- Try to jump somewhere near, perform 10 checks in total, for a viable position
    local rndm = math.random(20, 30)
    for i = 1, 10 do
        -- Create a jump position
        if Marauder.G_DoNotAttackIfEnemyTroopsAtLandingProximity then
            rndm = rndm + 4
        else
            rndm = math.random(25, 40)
        end
        vJumpPosition.x = pos.x + ix*rndm
        vJumpPosition.z = pos.z + iz*rndm
        -- Check if target position is in range and if unit is able to jump to target position
        local iDistanceSqr = distance_sqr(vJumpPosition, self.initialPosition)
        if iDistanceSqr < jumpDistSqr and self.squad_ai:CanJumpToPosition(vJumpPosition) then
            local perform_the_attack = true
            if Marauder.G_DoNotAttackIfEnemyBuildingsAtLandingProximity then
                -- Do NOT attempt the jump, if we are to land near enemy buildings!
                local iBuilding =  Ability.EntityFilters.CloseBaseEntityEnemy(vJumpPosition, Marauder.G_DoNotAttackIfEnemyBuildingsWithin, 1)
                if iBuilding ~= nil then perform_the_attack = false end
            end
            if perform_the_attack and Marauder.G_DoNotAttackIfEnemyTroopsAtLandingProximity then
                -- Do NOT attempt the jump, if we are to land near enemy troops!
                local iSquad =  Ability.Filters.CloseEnemy(vJumpPosition, Marauder.G_DoNotAttackIfEnemyTroopsWithin, 3)
                if iSquad ~= nil then perform_the_attack = false end
            end
            -- Now, Jump to position, if we must
            if perform_the_attack then
                self.squad_ai:DoJump(vJumpPosition)
                self.iAttackTMR = g_iGMT
                --self.last_jump = g_iGMT
                --self.m_iLastGatherMove = self.last_jump - 10
                return
            end
        end
    end
end


function MarauderTactic:WeCanSeePos(iPos)
    local iRangeSqr = Marauder.G_AttackOnlyUnitsWeCanSeeRange * Marauder.G_AttackOnlyUnitsWeCanSeeRange
    for oUnit in military_manager:GetSquads() do
        if oUnit:IsValid() then
            if distance_sqr(oUnit:GetPosition(),iPos) < iRangeSqr then
                return true
            end
        end
    end
    return false
end

I added/coded both requests.

Now that code is VERY nasty!!! See the variables and modify the accordingly.

The additions:
1] Each flyer will have its own Timer between successive attacks. I have set it at self.iMinAttackTimeInterval = 16.

But 16 is TOO small, because we must also count the time each attack requres fr the flyer!! I would set it to 30.

2] I wrote a very agressive code, so that the flyers WILL NOT land near enemies. And it proved to be more effeicient that the previous itteration!! In short, it check for laning possitions even FAR AFTER the enemy it flyes over. This is the Marauder.G_DoNotAttackIfEnemyTroopsAtLandingProximity, by the way.

 

Sorry for the delay, it was/is a very busy week.

 

 

EDIT: If we are striving for perfection, I think we can squeeze some more nastiness from the code.

Specifically, from the point where the flyers WON'T land if enemy buildings are nearby.

In this case, I can allow it to STILL LAND, if the enemy buildings have no weapons  :twisted: 

This will require much CPU horsepower, however.

And it involves the usage of the HasWeapons() function, that I have only seen it working on LPs, and NOT "every" building... But I do not see why it shouldn't.

Anyway, just saying...


Edited by Gambit, 05 November 2019 - 07:52 PM.

-In search of Papasmurf...

#24 Moreartillery

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Posted 06 November 2019 - 07:30 AM

I've been trying different settings with your latest code and having some issues with consistency, I've seen them land too close to stormboys and the ork listing post, but keep their distance from other buildings. I'm testing with G_AttackOnlyUnitsWeCanSee = false

 

It seems like the building proximity works about 3/4s of the time.


Edited by Moreartillery, 06 November 2019 - 07:49 AM.

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#25 Gambit

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Posted 06 November 2019 - 11:12 AM

For the Stormboys, I suppose their squad would be a couple of member only, because the code ignore squads with 2 members or less.

You can change it, if you set the:

local iSquad =  Ability.Filters.CloseEnemy(vJumpPosition, Marauder.G_DoNotAttackIfEnemyTroopsWithin, 3)

to

local iSquad =  Ability.Filters.CloseEnemy(vJumpPosition, Marauder.G_DoNotAttackIfEnemyTroopsWithin, 1)

 

Also note that jumping squads tend to scatter around, so their actual position may be differemt than it seems.

To counter this, increase the Marauder.G_DoNotAttackIfEnemyTroopsWithin from 30 to 40.

 

 

 

As for landing near LPs... Hmmm... The logic of the code is consistent.

But I do not know with 100% certainty if the function call of Ability.EntityFilters.CloseBaseEntityEnemy, DOES include LPs...

Are you OK with how it is now?

Because it will need MORE lines to check for LPs as well.

And I do not have time to do it at the moment...


-In search of Papasmurf...

#26 Moreartillery

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Posted 06 November 2019 - 08:40 PM

Its ok as is. I was just hoping to hide the turnaround beyond LOS because its unrealistic for bombers to land behind enemy lines. If its too much work you could do the tyranids scar instead. Theres no rush, I'm still at least month from releasing the tyranids update.


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#27 Gambit

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Posted 07 November 2019 - 12:08 PM

I was just hoping to hide the turnaround beyond LOS because its unrealistic for bombers to land behind enemy lines.

Since they fly, they can see what is behind and land accordingly. I think it is quite realistic, really (all things considered).

 

If its too much work you could do the tyranids scar instead. Theres no rush, I'm still at least month from releasing the tyranids update.

The Tyranids SCaR will take a while. My schedule is more than full at the moment brother - just as I said previously.

But by all means, PM me with the specifics of the code (for example, which resource you want to increase when devouring, and by how much, and if it is squad size dependent). Etc.


-In search of Papasmurf...

#28 Moreartillery

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Posted 17 November 2019 - 01:59 AM

If its too much work you could do the tyranids scar instead. Theres no rush, I'm still at least month from releasing the tyranids update.

The Tyranids SCaR will take a while. My schedule is more than full at the moment brother - just as I said previously.

But by all means, PM me with the specifics of the code (for example, which resource you want to increase when devouring, and by how much, and if it is squad size dependent). Etc.

 

Increase requisition by 10 per corpse. Increase power by 10 per corpse. Always effects tyranids regardless of map or victory conditions. It shouldn't effect kroot cannibalize.


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#29 Gambit

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Posted 17 November 2019 - 12:20 PM

Excellent.

Easy to do of course, but requires some time. I will try to have it ready asap, brother :thumbsuphappy:

I have much to do this weekend though. And there is more in line.

Is "the next weekend", OK with you?

 

Some questions:

1] What is the exact name of the Tyranid race we are dealing with (just to make sure)?

2] Do you want the code to "run silently" (in the background), or to be a win condition (that will be [always on])? The latter is self-explanatory, the former will require me to slightly modify the Data/scar/scarutil.scar file, as well. If you have not touched that, or you do not know what I am talking about, then you portably have the Vanilla one - so we are OK. In this case, you just have to decide among the "silent" or "win condition" implementations.

3] While a squad devours, you want the resources to increase proportionally to the squad member size, right?

 

Also, note that a recourse increment of "10 per corpse" is not easily set, so I will use a global var as a factor, and you can set it at the value that suits you.


Edited by Gambit, 17 November 2019 - 12:22 PM.

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#30 Moreartillery

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Posted 17 November 2019 - 07:30 PM

Is "the next weekend", OK with you?

Thats fine.

 

1] What is the exact name of the Tyranid race we are dealing with (just to make sure)?

I'm not sure what you mean. Its either tyranids or tyranids_race.

 

2] Do you want the code to "run silently"

Run silently. I haven't modified scarutil.scar

 

3] While a squad devours, you want the resources to increase proportionally to the squad member size, right?

 I'm not sure. I always thought having more squad members devouring just caused them finish faster without increasing the size of the bonus.


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#31 Gambit

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Posted 17 November 2019 - 10:51 PM

Thats fine.

Well, it seems we are starting something serious with Kek, so I will NOT have time the next week.

I had some spare time today - so I more or less coded it today. :thumbsupcool:

 

I'm not sure what you mean. Its either tyranids or tyranids_race.

I need the exact race blueprint name, as found in Data\attrib\racebps\....

If this is still confusing, just answer me this: Are you using brother Zaha's Tyranids mod 0.5b2 ?

 

Run silently. I haven't modified scarutil.scar

It will be so.

 

I'm not sure. I always thought having more squad members devouring just caused them finish faster without increasing the size of the bonus.

Hmmm. I think differently. The amount should be proportionate to the squad size.

I mean, if you have a (say) Lictor devouring, or a 20-member termagaunt squad devouring, that SHOULD make a difference.

I will include support for squad members, and after you test it we can always remove it.

But I think you will agree with me.

 

Will upload the code sometime tomorrow, or the day after that. (it needs testing first)


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#32 Gambit

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Posted 18 November 2019 - 03:46 PM

OK, so the version I wrote yesterday worked flawlessly in my today's tests. :grad:

 

Here: http://www.mediafire...h/TyrDevour.rar

Put the two files, directly into your SCaR folder (Data\scar\). NOT in the winconditions. They will work in the background, silently.

 

 

NOTES

1] The Rule works every one sec. Which means that you may find the resource increase "non-sequential". Meaning that you will have "sudden", non-smooth resource increases, evert sec. If you want the increase to be smooth, it CAN be done so - but will require more CPU. It is no problem (the code is already light), but I preferred a balanced approach, hence the implementation.

If you have a light config, or you do not like "sudden increases", say so and I will update it.

The end result is irrelevant to implementation anyway - only the visual representation of the increase r each resource will be smoother, that is all.

(I know, I am an expert in making simple things sound complex!)

2] I have set the increase (g_TyrRace_Factor) to 1 per second per entity devouring. It seemed MUCH to me. A value of 0.25 would be much better.

Test it, and modify it accordingly.


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#33 Moreartillery

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Posted 19 November 2019 - 05:49 AM

Its not working for me. Did you change the squad_cannibalize_ext in any way? My racebps is tyranids_race.


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#34 Gambit

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Posted 19 November 2019 - 11:20 AM

Its not working for me.

Did you put both files in the right place?

Did you change the squad_cannibalize_ext in any way?

No need for that. The code check for the "command" of each squad, it is not relevant to AE.

After all, only 2 scar files were added, these cannot modify the extension anyway.

My racebps is tyranids_race.

Yeah, that is what I used in the code ...

 

 

Strange, it works for me.

We must find tout which part is not working.

 

Question: Did you check it in a NEW game, or a tried from a SAVE?


Edited by Gambit, 19 November 2019 - 11:21 AM.

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#35 Moreartillery

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Posted 20 November 2019 - 02:38 AM

Question: Did you check it in a NEW game, or a tried from a SAVE?

 

Ah yes that was it. I do all my testing from savegames and haven't had this problem before. Great job on the code.


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#36 Gambit

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Posted 20 November 2019 - 10:25 AM

Well, the [Save] feature is fully supported by the code of course, but not for games that had started prior to adding the code.

I am glad we isolated the culprit.


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