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Re: RTS Scripts [Re: alphaindigo] #111714
02/14/07 14:36
02/14/07 14:36
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
The code itself is more complicated than it needs to be,
as it was originally designed for a multiplayer game, seperating client and server view.

So many parts can be made more efficiently and direct.

Re: RTS Scripts [Re: Damocles] #111715
02/16/07 16:05
02/16/07 16:05
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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DLively  Offline
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Joined: Apr 2005
Posts: 1,988
Canadian, Eh
THank you soooooo much
Great contribution!!!
I will have a look over this for sure!

LInk


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Re: RTS Scripts [Re: DLively] #111716
02/16/07 17:02
02/16/07 17:02
Joined: Dec 2003
Posts: 16
Germany
FastJack Offline
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FastJack  Offline
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Joined: Dec 2003
Posts: 16
Germany
Danke Damocles

Es ist sehr interessant mit deinem Code zu experimentieren.
Ich habe versucht den Fog of war in ein eigenes projekt zu implementieren bisher aber leider ohne zufriedenstellendes ergebnis.


Diskutiere niemals mit Idioten. Erst ziehen sie dich auf ihr Niveau runter und dort schlagen sie dich dann mit erfahrung.
Re: RTS Scripts [Re: FastJack] #111717
06/27/07 13:13
06/27/07 13:13
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Here are the scripts with translations from german to english
done by Martin Levi Nilsen

www.wasteland.at/wl_scripts_modified.zip

Last edited by Damocles; 06/27/07 13:17.
Re: RTS Scripts [Re: Damocles] #111718
07/02/07 01:56
07/02/07 01:56
Joined: Jun 2007
Posts: 152
Norway
D
Darkyyes Offline
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Darkyyes  Offline
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Joined: Jun 2007
Posts: 152
Norway
Jon Nilsen, I have corrected the user registred name, as it was my brother who signed this account he used his name, at later date he gave the forum account to me and I am the one who edited the scripts.


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: RTS Scripts [Re: Darkyyes] #111719
07/02/07 14:12
07/02/07 14:12
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
Oh, yes, I got confused, since the username was different from the email name.

Re: RTS Scripts [Re: alphaindigo] #111720
07/02/07 20:15
07/02/07 20:15
Joined: Sep 2005
Posts: 508
Texas
not_me Offline
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not_me  Offline
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Posts: 508
Texas
WOOOOOOOOOOOOWEEEEEE mister thanks! lol. very nice contribution. i bet some ones gonna add some amazing sound design with it and make some nice units.


-Initiate Games
-Level designer

http://www.sckratchmagazine.com
Re: RTS Scripts [Re: not_me] #111721
07/03/07 05:29
07/03/07 05:29
Joined: Jun 2007
Posts: 152
Norway
D
Darkyyes Offline
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Darkyyes  Offline
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Joined: Jun 2007
Posts: 152
Norway
Well as I can still look into the scripts to see if there is something more to explain better and put some comment lines in the scripts somehow give ideas to a more complex system but as it would only be possible if you take time to code new parts to it yourself.

I just want to check now if anyone else is intrested to be given some ideas to expand this scripts and perhaps later convert it to lite-c.

I know I can not do this as I am only able to understand what the scripts does after its written but I am not capable to code it myself(a pity it is but hey I am trying to learn)

Last edited by Darkyyes; 07/03/07 05:49.

New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: RTS Scripts [Re: Darkyyes] #111722
07/03/07 15:52
07/03/07 15:52
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
The scripts are very much a mix of different starts and restarts of the project, and
therefore not structured and organized as they could be.
With lite-C many parts can be done much more elegant and more structured.
(especially using structs for handeling virtual entity data)
But until lite-C is not finally out, I dont put any more effort into these scripts.

The most important parts to look into, if you want to
develop your own RTS, are:
the pathfinding script, as it is an absolute Basis for standard RTS
the handling of entity states / statemachine, that define how the single
units operate in an realtime enviroment
the fog of war script, as one sollution to that topic

and all the various 3dGS specific tricks for using the interface,
unitselection and so on.

Last edited by Damocles; 07/03/07 15:56.
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