Nert's Coding Questions
#121
Posted 29 December 2009 - 08:53 PM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#123
Posted 01 February 2010 - 08:45 PM
I've run into an issue with buffs (leadership, various effects) being replaced by others. This isn't a simple "two overlapping buffs interact and replace each other" issue.
What happens is as follows: I play a game as normal, and build a number of units, etc. Leadership and the like display as normal. However, eventually I hit a point (seems to be random, but who knows?) where new buffs won't be drawn. New here means ones that I haven't seen before in the game. These buffs all get replaced by one of the "old" buffs (already been drawn). So, i use a power which has a buff involved, and instead of that, something random appears, like a leadership buff. From this point forward, ALL new buffs will look like this one. Old buffs will be ok.
Note that this also affects enemies - I've seen the AI's leadership buffs replaced by whichever is being used too.
I haven't the slightest clue as to what's going on. The most logical thing would seem to be a buff limit, but buffs are just objects with a specific kindof. Nothing special...
-edit: New info:
-The point at which replacement begins is approximately 12 buffs into the game
-The buff that is used to replace subsequent new buffs is the same as the FIRST buff used in the game
Edited by Nertea, 01 February 2010 - 10:28 PM.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#125
Posted 02 February 2010 - 04:25 PM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#126
Posted 04 May 2010 - 11:06 PM
Behavior = SpawnBehavior ModuleTag_SpawnFighters SpawnNumber = 3 InitialBurst = 1 SpawnTemplateName = MordorTestBeast SpawnReplaceDelay = 80000 End
I would think that this means that we should spawn one unit at first, then every 80000 mscs spawn another one, up to a max of 3. However, this actually results in all 3 spawning at once. Anyone have any experience with this? Or suggestions on how to accomplish the same effect?
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#127
Posted 04 May 2010 - 11:11 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#128
Posted 04 May 2010 - 11:16 PM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#129
Posted 05 May 2010 - 12:11 AM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#130
Posted 10 August 2010 - 08:05 PM
I've been fiddling about with treating a horde object as a hero with some success. I worked out all the bugs except one, which I've never seen before. Basically, the horde exits the citadel and then sits there, unselectable. It doesn't proceed to the rally point or anything. However, if you build another hero from the citadel, the horde unfreezes and works as normal. It appears that they're acting like all members of the horde haven't finished exiting yet and are holding before going under player control.
I tried to get around this by making the citadel constantly spawn dummy units every second or so, which I thought might force the horde to think a hero had been built and therefore unfreeze. This didn't have any effect, on further research another hero has to be built (tested by sticking a unit built button on the citadel and building units vs. heroes). Ideas, anyone? I will continue trying to solve it.
Edited by Nertea, 10 August 2010 - 08:07 PM.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
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