many new types of ta3d suggestions! :D
Posted: Sat Sep 17, 2011 6:03 pm
Mod Support:
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 ), and then uses a CFG file to decompile and recompile. Maybe ta3d can have a plugins folder with CFG files to cipher and decipher the DLL files! (and the dplayx.map file)
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.
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)
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.
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 ), and then uses a CFG file to decompile and recompile. Maybe ta3d can have a plugins folder with CFG files to cipher and decipher the DLL files! (and the dplayx.map file)
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.
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)
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.