Author Topic: Tank Gun Problem (moved from mods)  (Read 2499 times)

Gabbe

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Tank Gun Problem (moved from mods)
« on: 25 April 2010, 13:30:55 »
I am having the following problem, and this might aswell appeal to horse archers:

Tank= 4
Gun = 1
Enemy = 2
Dead Enemy = 3

Gun is attached to the tank, and it is chasing the enemy to shoot it without the tank moving, in third act it is going back to original position, i belive this is possible in the spring engine and they have a code like ours, if this doesn`t exist in glest yet, i might move this to GAE or MG

First act

Quote
41   2

Second act

Quote
4
1

2

Third act

Quote
41

3

Not like haveing the tank moving around with a static gun

titi

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Re: Tank Gun Problem (moved from mods)
« Reply #1 on: 25 April 2010, 20:37:06 »
As you maybe know this is not possible yet. Maybe it will be possible one day, but I think not very soon. There are more important things to do at the moment and i think its not very easy to do this. But maybe this feature can be added when working on things like pets ( known from GAE) or something like that one day. We will keep it in mind.

A first step would be something like a "drive by attack" or in general attacking while moving.
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Gabbe

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Re: Tank Gun Problem (moved from mods)
« Reply #2 on: 26 April 2010, 10:41:00 »
I belive spring does this, and i know it is not possible in glest yet.

titi

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Re: Tank Gun Problem (moved from mods)
« Reply #3 on: 26 April 2010, 11:49:55 »
I think you are not a coder. Otherwise you would understand that it doesn't really helps that its possible in sping rts or not.
Glest is a different program and you cannot simply take one part from one program and but it into another.
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-Archmage-

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Re: Tank Gun Problem (moved from mods)
« Reply #4 on: 26 April 2010, 11:56:02 »
Yes, whether Spring can do it or not doesn't really matter much, because source-codes even in the same language, I'm sure are created and linked differently all the time(for different outcomes of course). And besides the piece of code you want has roots all over the place in other parts of the source code, where it gets linked with stuff it needs, and to command structures and stuff, so it can be used.
You simply cannot transplant parts of a program, the same way that you can't chop off an arm and glue it on someone else, and then expect it to work.
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titi

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Re: Tank Gun Problem (moved from mods)
« Reply #5 on: 26 April 2010, 12:02:31 »
more like: If you own a bird you cannot mount its wings on your back and start to fly  :O :O :O :O
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Re: Tank Gun Problem (moved from mods)
« Reply #6 on: 26 April 2010, 12:06:23 »
 :O :O :O

Anyway, we should stay more on-topic...
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Gabbe

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Re: Tank Gun Problem (moved from mods)
« Reply #7 on: 26 April 2010, 12:12:14 »
i belive it was a perfect example, but yeah, im not a coder, so it won`t be possible, but when you link codes can`t you just (okay maybe not just) re-link the codes?

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Re: Tank Gun Problem (moved from mods)
« Reply #8 on: 26 April 2010, 12:14:31 »
Quote
but when you link codes can`t you just (okay maybe not just) re-link the codes?

I'm not even a programmer, but I can tell you, that re-linking something into a totally different structure could be very very difficult, because you may need to write whole new sections of code to support a new addition.
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Gabbe

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Re: Tank Gun Problem (moved from mods)
« Reply #9 on: 26 April 2010, 12:16:59 »
sorry, thought it were like this

1= the code
2= the links
3= The other codes

Quote
33333
31113
31213
31113
33333

titi

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Re: Tank Gun Problem (moved from mods)
« Reply #10 on: 26 April 2010, 12:25:34 »
ok we better stop this discussion now   :-X :angel:
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