Show whole topic Jan 06, 2012 1:39 am
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Location: -


Subject: Re: Couple of questions
Quote by Toranaga:
Hi Nix,
you're no programming person? But looks like it Smiling
At least you find your way in code and know how to compile something. And your solution for the sentry looks good (and you found all relevant places). Respect

For the "next/prev unit" function, that combines vehicles and buildings: Maybe two functions "getNextUnit/getPrevUnit" would be better suited. Else it might be difficult to merge the buildings and the vehicles lists in a consistent way. When you put it in one function, you could for example first search the vehicles list, then when its end is reached continue with the buildings. Just an idea...

Do you plan to send your code as patch to someone who can put it in the svn? Or is it mainly for your own use? Smiling
Anyway I would like to look at that unit-cycle topic (I didn't use that feature myself before, but now I like it) and implement it completely (also the "done" functionality) when I have time for it. But if you do all the changes, it would be ok for me.

Well I know the programming basics and know how to get around and look for stuff (and copy paste :)).

You (or any of the devs) can use my sentry line and add it to SVN if you want? It's basically only that change I mentioned above, nothing else. I'd appreciate if someone with some C++ experience would try to figure why the "S" shortcut doesn't work on non-combat units to activate sentry. Sentry deactivation works with shortcut and activation works through mouse menu only on my solution. It's a minor nuisance but would be cool if it worked like the real thing Smiling

Next/Prev unit and Done: I was thinking also about merging the "GetNextVehicle" with buildings to GetNextUnit function, but not sure if my copy/paste skills work with that kind of task any more... I was thinking that the "Done" state could be implemented with tagging units with "IsDone" or something like that, and GetNextUnit/GetPrevUnit checks that tag/status and skips the unit if "IsDone == true".

I might actually get kinda hooked on programming here, I've browsed the source files all day today (was on sick leave) Smiling

Oh one question: my compiled maxr.exe works fine on my comp, but when I sent it to my friend it didn't work because of some missing MSVCP100D.dll libraries. Alzis SVN exe worked fine on him. What's different on my compiled .exe?

While we're at it, a second question! Do I remember right that in original MAX, units stopped when a new enemy entered their scan range? I didn't find a ticket on this issue. This could be slipped somehow into "cVehicle::makeDetection()", I guess?
This post has been edited 2 times. Last edit on Jan 06, 2012 1:49 am by Nix.