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Author Topic: Fatal logic flaws  (Read 33047 times)
0 Members and 3 Guests are viewing this topic.
fabulous_rug Offline
EIR Veteran
Posts: 68


« on: February 23, 2022, 08:28:05 am »

When you jump out of a plane with a parachute, you dont want to do so in the enemy's face. Because the enemy could kill you easily
In EIRR this somehow is not true, you can land in front of the enemy and get away with it. Unless there is a puma. But I cant buy 1000 pumas so its not fair.
Even more strangely, in the exact spot that the airborne is about to land, TANKS wont drive. Because they are afraid of being rude and driving them over. This of course does not make sense.

Now I hear you speaking. "Rug, you are just upset about your KT." Unknownz... shut the fuck up. nobody asked for your opinion. You are the devil of the mod, the global enemy of all people who adhere to reason. I dont want to hear you back talk to me ever again because you are exhausting my patience. No doubt YOU of all people would justify all the injustices being perpetrated against me. SUCK it and get out of town right now with your stupid opninions.

ryšio pabaiga
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #1 on: February 23, 2022, 01:53:10 pm »

Oh dearest rugger. You must pity them which can not strive to match you're logic. Look to those around you for guidance. Look to the east first light of dawn.

Also tell ray to comeback or something.
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You are welcome to your opinion.

You are also welcome to be wrong.
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #2 on: March 11, 2022, 04:27:08 pm »

When you jump out of a plane with a parachute, you dont want to do so in the enemy's face. Because the enemy could kill you easily
In EIRR this somehow is not true, you can land in front of the enemy and get away with it. Unless there is a puma. But I cant buy 1000 pumas so its not fair.
Even more strangely, in the exact spot that the airborne is about to land, TANKS wont drive. Because they are afraid of being rude and driving them over. This of course does not make sense.

Now I hear you speaking. "Rug, you are just upset about your KT." Unknownz... shut the fuck up. nobody asked for your opinion. You are the devil of the mod, the global enemy of all people who adhere to reason. I dont want to hear you back talk to me ever again because you are exhausting my patience. No doubt YOU of all people would justify all the injustices being perpetrated against me. SUCK it and get out of town right now with your stupid opninions.

ryšio pabaiga

hello
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Olazaika1 Offline
Development
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Posts: 70



« Reply #3 on: March 28, 2022, 12:10:00 pm »

you know it's possible to just make airborne units get crushed if driven over while in flight, right?

yeah it'd look silly but at least no blockage?

EDIT : It's literally like... 5 clicks in corsix?
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lol dats true get rekt



I like balanced companies

you can't just post a replay every single time I fuck up the opening
fabulous_rug Offline
EIR Veteran
Posts: 68


« Reply #4 on: March 30, 2022, 05:05:13 am »

OK that sounds good but its being said by Ola "Ill have it done on sunday *leaves dev team*" Zaika so Im not Sure
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Olazaika1 Offline
Development
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Posts: 70



« Reply #5 on: March 30, 2022, 09:50:28 am »

I coded revolutionary changes

also

-- AXIS NPCs [Olazaika-tier Coding]
function AIworks()
   AXIS = World_GetPlayerAt(2)
   Setup_SetPlayerTeam(AXIS, 1)
   Setup_SetPlayerRace(AXIS, 1)
   --pcall(function() AI_Enable(player, true) end)
   --spawnPos = players[2].offmappos
   --Player_SetPopCapOverride(player, 500, -1, -1)
   --Player_SetResource(player, RT_Manpower, 10000)
   --Player_SetResource(player, RT_Munition, 10000)
   --Player_SetResource(player, RT_Fuel, 10000)

this, along with removing some lines in other parts of the scar code, makes it so AI functions properly.

giving it abilities is simple scar, and SetResource + SetPopCap is kind of useless? hope you can figure the rest out lmfao

EDIT : Only functions against axis AI at the moment. Can change with lots of extra abilities (suggesting 6-8 seperate call ins for each faction) and adding a World_GetPlayerCount() do local player = World_GetPlayerAt(i) function to determine faction/if AI, instead of forcing Smiley
« Last Edit: March 30, 2022, 10:07:46 am by Olazaika1 » Logged
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