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posted on May 13th, 2003, 6:05 am
Hi Optec have you found a way to edit attack patterns or restore directors cut to a2
posted on May 13th, 2003, 6:23 am
not till now.. but ive found a way to make the ships follow your orders more directly (less auto formating and force to stay in an formation).. this will do for Fleet Operations
posted on May 13th, 2003, 11:16 am
could u explain how?
posted on May 13th, 2003, 11:19 am
You can change a few settings in the RTS_CFG.h and the physics odf files. in the RTS_CFG.h there is an option to disable auto formations.. this will make your ships behave more like in armada1, but you will have to adap the physics (look forward paramteres) to aure your vessels won't hit every astroid field
posted on May 13th, 2003, 12:16 pm
kool thx
posted on May 13th, 2003, 12:19 pm
// COMBAT

// Instead of standing perfectly still, should we circle in place near our
// weapon range?
int CIRCLE_IN_PLACE_DURING_COMBAT = 0;
float CIRCLE_RADIUS_DIVISOR = 6.0;

is this directors cut ? the Circle in place?
posted on May 13th, 2003, 12:23 pm
im gonna test some settings ive made will report later
posted on May 13th, 2003, 12:59 pm
NOTHING SO FAR :( but ill keep trying i like the no auto formate optec its kool i did edit one thing however one time i edited it and it look like a debug mode
posted on May 13th, 2003, 1:32 pm
Something strange happend :D

I decided to try a random thing i copyed the Rts_Cfg.h from A2 to A1 and there was an interesting side affect my ships had flashing lights like on a2 also the Graphics where almost identical i wonder if i copyed all the settings that do Graphics i could keep the effects and put them into A1 also i might be able to Add more race slots and even more sources! :D

i might be on the wrong track but its at least a start
posted on May 13th, 2003, 2:08 pm
many engine commands used in armada 2 were available in armada 1 but hold back that they can get out some features for a new armada version easily :)
Many commands from armada 2 also work in armada 1, but not all

DOCa Cola
posted on May 13th, 2003, 2:10 pm
i see
NieKnight
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posted on May 14th, 2003, 7:41 pm
Just woundering as your talking about AI is there a way of stopping the ships taking the longway round a nebular and just go though it? thanks :blink:
posted on May 14th, 2003, 7:43 pm
in the next beta big changes to the pathfinding will be made :)

DOCa Cola
posted on May 15th, 2003, 10:03 pm
You can change a few settings in the RTS_CFG.h and the physics odf files. in the RTS_CFG.h there is an option to disable auto formations.. this will make your ships behave more like in armada1, but you will have to adap the physics (look forward paramteres) to aure your vessels won't hit every astroid field



Can you tell us what to change in the physics files?
posted on May 16th, 2003, 4:35 am
when editing physik files, you will have to carefuly look at our other settings and environments.
pathLeadDistance
will allow you to make ships break earlier if heading at an asteroid field. you should increase this value if your ships fly smooth and dont have an rapid break
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