project-navigation
Personal tools

Author Topic: Alien Resistance  (Read 8285 times)

Offline DarkRain

  • Project Coder
  • Captain
  • ***
  • Posts: 746
    • View Profile
Alien Resistance
« on: August 07, 2010, 10:45:01 pm »
So I was thinking about adding resistance/weakness to the aliens in my game, (at least until it is oficially implemented) so I made some changes in the code (see attachment), now the question is: Wich is the best way to make sure it´s doing what it´s supposed to? The values I used are probably too low to see any conclusive result in game (need to work on that) and I´m not getting any thing from the console log (I compiled a debug version and used +set developer 1) so any ideas? (Or maybe you can test it for me?)

(Note that I haven´t coded anything that requires compiling in several years)

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Alien Resistance
« Reply #1 on: August 08, 2010, 02:14:34 am »
So I was thinking about adding resistance/weakness to the aliens in my game, (at least until it is oficially implemented) so I made some changes in the code (see attachment), now the question is: Wich is the best way to make sure it´s doing what it´s supposed to? The values I used are probably too low to see any conclusive result in game (need to work on that) and I´m not getting any thing from the console log (I compiled a debug version and used +set developer 1) so any ideas? (Or maybe you can test it for me?)

(Note that I haven´t coded anything that requires compiling in several years)

you could add this to the Patch Tracker, so it doesn't get lost.

-geever

Offline DarkRain

  • Project Coder
  • Captain
  • ***
  • Posts: 746
    • View Profile
Re: Alien Resistance
« Reply #2 on: August 08, 2010, 07:37:10 pm »
Ok, managed to test it successfully (tough only used skirmish mode for now), tried some balancing but still needs more testing.
Added it to the patch tracker:
https://sourceforge.net/tracker/?func=detail&aid=3041597&group_id=157793&atid=805244

I must admit that since I haven't touched C since I was at school I didn't expect this to be even considered to be included in the project

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Alien Resistance
« Reply #3 on: August 08, 2010, 07:48:52 pm »
i've added a comment to the tracker - in general the data should go into the scripts, the structures that hold the data should go into csi_t

Offline DarkRain

  • Project Coder
  • Captain
  • ***
  • Posts: 746
    • View Profile
Re: Alien Resistance
« Reply #4 on: August 08, 2010, 08:25:33 pm »
in general the data should go into the scripts

That is what I think as well, now the question would be: Add a new script or integrate it with an existing one (maybe the armor team definition script?)? I was also thinking that this is related to the character creation templates (at least they seem related to me) but that's another matter. Unfortunately I don't expect to have a lot of time and my coding is very rusty but will see what can be done
« Last Edit: August 08, 2010, 10:09:22 pm by DarkRain »

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Alien Resistance
« Reply #5 on: August 08, 2010, 11:04:48 pm »
yes, adding it into team_* would be the best imo.

Offline DarkRain

  • Project Coder
  • Captain
  • ***
  • Posts: 746
    • View Profile
Re: Alien Resistance
« Reply #6 on: August 09, 2010, 01:40:45 am »
Ok patch has been updated(I'm attaching it here as well), resistance/weakness should now be scriptable in the team_* scripts, it might need balancing tough, but it should be easier to do it now.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Alien Resistance
« Reply #7 on: August 09, 2010, 10:04:12 am »

Offline Thrashard96

  • Squad Leader
  • ****
  • Posts: 260
    • View Profile
Re: Alien Resistance
« Reply #8 on: August 09, 2010, 10:23:24 am »
What about the rf fix? You should work on that.

Offline DarkRain

  • Project Coder
  • Captain
  • ***
  • Posts: 746
    • View Profile
Re: Alien Resistance
« Reply #9 on: August 09, 2010, 05:39:56 pm »
applied to trunk https://sourceforge.net/apps/trac/ufoai/changeset/31313
I see most things I left over (had plans for Sunday afternoon so I didn't completely finish it) were corrected, but seems we both overlooked extending the description in team_humans.ufo to account for the new options - just a tiny detail

What about the rf fix? You should work on that.
I was thinking to go back to translating now (that i might have some time), but if you point me in the right direction I might take a look

Offline Thrashard96

  • Squad Leader
  • ****
  • Posts: 260
    • View Profile
Re: Alien Resistance
« Reply #10 on: August 10, 2010, 09:19:21 am »
From ufo folder: \src\game\g_reaction.c

Offline DarkRain

  • Project Coder
  • Captain
  • ***
  • Posts: 746
    • View Profile
Re: Alien Resistance
« Reply #11 on: August 11, 2010, 04:44:48 am »
From ufo folder: \src\game\g_reaction.c
Hehe, I could have found it myself, I meant point me to what needs fixing, what is missing or lacking or new features to be implemented

There is a bug fix posted Here
It's in the tracker here: 3027802
So I guess you have something different in mind?