Author Topic: Some new MG Features  (Read 6372 times)

ElimiNator

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Re: Some new MG Features
« Reply #25 on: 2 July 2011, 06:57:51 »
I cant seem to get hp cost function working, any one else had any luck?
Nope, the "<hp-cost value="1000"/>" dose not work.
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softcoder

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Re: Some new MG Features
« Reply #26 on: 2 July 2011, 07:38:01 »
There was a bunch of this code that was causng out of synch errors a while back and parts were commented out when we were tracking down the out of synch (this hpcost computation was partially commented out)

ElimiNator

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Re: Some new MG Features
« Reply #27 on: 4 July 2011, 15:57:18 »
Yah, I tried to have it in my new faction but it didn't work, softcoder said it was causing out of syncs so he commented out part of it.
So as of now it doesn't work.

There was a bunch of this code that was causng out of synch errors a while back and parts were commented out when we were tracking down the out of synch (this hpcost computation was partially commented out)
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titi

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Re: Some new MG Features
« Reply #28 on: 5 July 2011, 08:49:09 »
I thought it turned out that all this was caused by the major bug with the debug lines which we found some days after this.
I think this can be enabled again without problems. I remember that I looked a lot at this code when we tried to find out of syncs and there was really no explanation how this should cause problems.
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softcoder

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Re: Some new MG Features
« Reply #29 on: 5 July 2011, 15:49:58 »
No the debug lines did not cause out of sync, they just slowed down performance, somewhere related to the change for spawn we had out of synchs.

ElimiNator

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Re: Some new MG Features
« Reply #30 on: 5 July 2011, 15:51:57 »
Can you make it work again then?
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tomreyn

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Re: Some new MG Features
« Reply #31 on: 5 July 2011, 17:37:20 »
Well, decreasing performance is a problem, too, if it's more than marginally (I don't know whether ti is, though).
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titi

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Re: Some new MG Features
« Reply #32 on: 4 September 2011, 18:46:41 »
it does not work?
my son uses it! What exactly does not work?
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Ishmaru

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Re: Some new MG Features
« Reply #33 on: 4 March 2012, 04:00:04 »
So was there ever a way to spawn units around the target unit instead of the attacking unit?
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titi

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Re: Some new MG Features
« Reply #34 on: 6 March 2012, 00:22:24 »
no
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Ishmaru

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Re: Some new MG Features
« Reply #35 on: 6 March 2012, 16:10:21 »
Any chance that this could be implemented? Or are u guys too busy atm?
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