The wasteland code seems to be online still:

http://www.wasteland.at/WL_scripts.zip

Beeing an RTS that you want to develop, it is really programming intensive.
Its less a problem of writing nifty or freaky code, but to understand the architechture.

Best is to put the computer aside and use a pen and paper first.

Try for example to define a number of units by their most important properties:

x,y,(z) position
a unique id number
x,y,(z) od the target-unit (to attack) or position
a type number (solar sattelite, hunter, battcruiser etc)
the health (0-100)
the shield (0-150)
the attackpower

etc...


now define a "cycle", that calculates a certain time
in your world (an RTS is basically a very fast roundbased system)

now ask yourself:

-what happens during each of these little "rounds"
-how do the units get commands from you as player or the AI
-in what states can they be (waiting/ moving to x,y /figting / collecting a ressource)
-what will (beeing in a specific state) happen, if this or that happens.
(-> this is a statemachine to be excact)

If you know how to calculate such a "round", then you
know how to calculate several following rounds.

Giving commands (mouse, keyboard) and showing the action on
screen (entities, effects, soundeffects, levelarchitecture)
then is just standart 3dgs knowlegde that many can help you on...

And another good suggestion:
Do NOT! use any c_move, scan or usual collidiondetection
function. Try to programm them on your own. After a while you
will understand why.

Last edited by Oxy; 07/10/08 18:07.