• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu

Proposed Change List

Started by Jwk the Hemp Monkey, May 12, 2004, 02:50:39 PM

Previous topic - Next topic

Jwk the Hemp Monkey

This will inculde a list of all the MAJOR, Medium and minor suggestion/bugs/etc soon...

I am just a little busy right now. It will steadly get finished as i come back to it.
For now....

EDIT: The ones highlighted in Green have been fixed.

MAJOR (required for game to function)

(MAJORbug) ISDF base build in AIP can fail
http://www.bzuniverse.com/forum/viewtopic.php?t=2234

(MAJOR bug) Archers fire while flying
http://www.bzuniverse.com/forum/viewtopic.php?t=2178

(MAJOR Out of game bug)General Not-workingness
http://www.bzuniverse.com/forum/viewtopic.php?t=1983

(MAJOR Bug) Targeted AI jerk around! Needs fixing!
http://www.bzuniverse.com/forum/viewtopic.php?t=1840


(MAJOR Bug) Race mode doesnt work at all
http://www.bzuniverse.com/forum/viewtopic.php?t=1827

Confusion on behalf of the editor.
http://www.bzuniverse.com/forum/viewtopic.php?t=1967

(MAJOR Tweak/Sugges.)Reason why vehicles feel more sluggish.
http://www.bzuniverse.com/forum/viewtopic.php?t=1995

(MAJOR bug) Rocket Tank AI
http://www.bzuniverse.com/forum/viewtopic.php?t=2602

Tigger


OvermindDL1

The 'Targeted Ai Jerk Around' has already been fixed.

Jwk the Hemp Monkey

Oh good. I shall leave it up here so that if anyone else notices it (in the public version) they know its there.

If there is anything else on this list (still in the making) that is need of editing, do tell.

Thank you.

Aegeis

since the targetting ai thing is fixed put up there that it has been fixed.

Fried

Actually the Ai still has a little bit of Parkinsens disease  though it's much better than it was .

Jwk the Hemp Monkey

Fried, it was to do with how objects became more 'jerky' when you targeted them, not nessearily the AI them selves...or did you already know this...*confused*

Spawn

im not sure about this, but in 1.2 (it happenes in 1.3 also) somethimes when i would die and eject from a ship, the sniper rifel wouldnt function at all (pulse worked) untill i landed, this could fix the archer bug, for the archer bug happens when you take archer before it deploys for the first time.  im not really sure though, so feel free to ignore this.

Juvat

More F keys for MPI

When playing MPI on LAN I only get 7 "F#" keys for groups ya get more in 1.2

Cheers

Tempest Storm

The count depends on the amount of the player limit in the game. If you or two players are going to be in the game then you have to make the player limit 2 or 1, this will free up more keys for you.

Juvat

Boy don't I feel stupid, I've been cursing that for ages  eheheheh

Thankx TS your a wealth of knowlege

Cheers

Tempest Storm

I didn't even know that myself, and then I picked it up off of Nathan when a similar comment was made during private beta. :)

eddeighton

Sorry but I have to ask.

Any chance you could put my request for a int getGroup(Handle h); dll function here.  I honestly think it is an essential addtion (and simple one) to the dlls.

Ed.

OvermindDL1

What would be the purpose of getting the group number that an object is in.  I do not see how that would be useful, causing the reasoning that it will not be put in (it probobly would not be put in irregardless).  If you want even the slightest chance of something being added (which this is regarding to modding, so it literally has no chance) then you need to give ample reasoning and examples as to why.

eddeighton

OK I see your point.

Like I said in the programmers forum its all about unit switching i.e. the ability for the player to switch control too any pilotable unit on his side.  

To do this in the dll involves some steps.

Firstly you need the handle to the unit the player wants to take control over - in my system I have detected a unit with the "Hunt" command active but obviously you could use any system to enable the player to select a unit he wants to switch control to especially if in your dll you are tracking the active units.

So you got the players handle and the handle of the unit to switch too.

If the player is currently a pilot then all you need to do is use SetAsUser to set the target unit as controlled by the player.

However if the player is currently inside a unit then obviously you have to do something with the unit the player is switching from. i.e.


Vector zeroVel;
zeroVel.x=0.0; zeroVel.y=0.0; zeroVel.z=0.0;

//get the target vehicle - however you do it
Handle newVehicle = GetTargetVehicle();

//----- Use the GetGroup() function here to record groupnumber
//recordGroupNumber is just some function that hashes handles to
//group numbers that you could write so you can retrieve the number
//later
RecordGroupNumber( GetGroup(newVehicle) ,newVehicle);

//get the current vehicle the player is driving
Handle oldVehicle = GetPlayerHandle();

//hault them in their tracks
SetVelocity(oldVehicle,zeroVel);
SetVelocity(newVehicle ,zeroVel);

//now set the player to be driving the new vehicle
SetAsUser(newVehicle ,m_playerTeam);

//create a new pilot to pilot the players old vehicle and
//spawn him at the old vehicles position
Handle newPilot=BuildObject("ispilo",m_playerTeam,oldVehicle);
//make sure the pilot pilots the new vehicle
Goto(newPilot,oldVehicle,1);

//now here I want to call setGroup on the old unit
// but there is no way for me to know what the correct group number
// for the old unit should be because the player may have moved the
// unit around before he switched to it
// if I could have recorded the group number as shown earlier though
// then I could retrieve it here and correctly set the old unit back into
// its group
int groupNumber = getRecordedGroupNumber(groupNumber);
SetGroup(oldVehicle,groupNumber);



So you see, the only way I can know what groupNumber should be is if I am able to track the group numbers of vehicles so when the player leaves a vehicle it is returned to the group it was originally in.

This means that if you rapidly switch between units everything would be fine.  Sure there could be problems in the player switches infrequently and groups get radically changed but thats acceptable, the important thing is not to screw the groups up when the player switches from one squad to another.  

Generally I think the problem stems from the fact that in the BZ engine the player is not actually a member of a squad his or her self so the players unit just floats around outside of the actual squads.

There are also other uses for this function i.e. being able to issue custom commands to groups and being able to record the games state so it can be reloaded - (if you are spawning everything from the dll)

Unit switching rocks and this function is all thats needed to make it work plus its a logical function thats missing from the dll given that we have getFreeGroup and setGroup,,,

Any support for the motion would be great I am sure I'm not the only programmer who would use it.  I wouldn't ask if I didn;t think it would be an easy addition, I know that Nathan and Ken are very busy.

My mod is not gonna fall apart without it or anything, its only a little thing and the only problem occurs if the player manually modifies group settings after launch.  

I just think that unit switching takes BZ2 to the next level and I know several people have asked for such a capability but as it stands there is absolutely no possible way of detecting the current group of a unit.  

Ed