Johnathan Moore's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| How do I persistant gamebase object over two server instances? | As a sidenote. I think it's weird calling it transport control object when it has this limitation. ... read more | 01/27/2014 (4:16 am) |
| How do I persistant gamebase object over two server instances? | This means my 100 different U16 stats for my characters would be 700 bytes instead of 200. Over 3 ti... read more | 01/27/2014 (4:13 am) |
| How do I persistant gamebase object over two server instances? | Thanks for help. I'd like to point out that you are sending all your data as strings here however... read more | 01/27/2014 (4:11 am) |
| How do I persistant gamebase object over two server instances? | This is clearly designed for carrying strings. Surely there must be a way already implemented. It's ... read more | 01/27/2014 (2:58 am) |
| How do I persistant gamebase object over two server instances? | That seems like what I need. I can just create some globalish storage if they're both localhost. ... read more | 01/26/2014 (6:40 pm) |
| [solved]Projectiles Can someone find my disappearing cannonball? | By default it doesn't, I changed mine so it collides, but doesn't explode with armingDelay active. ... read more | 05/13/2013 (9:33 am) |
| [solved]Projectiles Can someone find my disappearing cannonball? | Thanks guys. Daniels idea works. It was armingDelay. This is quite confusingly named. "Amount... read more | 05/13/2013 (8:33 am) |
| [solved]Projectiles Can someone find my disappearing cannonball? | If it hits the terrain or a building or something, I want it to glance off at the angle it should. I... read more | 05/13/2013 (2:23 am) |
| [solved]Using StringTableEntry? (C++) | Doh. Thanks David.... read more | 03/11/2013 (8:00 am) |
| It seems like there's a minimum requirement for onCollision to fire? | This thread is probably relevent. It depends what your object is. http://www.garagegames.com/commun... read more | 03/10/2013 (8:11 am) |
| [solved]I want to disable player-player collision, how can I do it? | Thanks guys. Ians solution worked.... read more | 01/03/2013 (7:11 am) |
| GameConnection sent to each player? | Oh, I'm going to make it so the server decides whether it's one of yours. Which is probably what I s... read more | 11/30/2012 (10:01 am) |
| GameConnection sent to each player? | When a client is given the ghost of anouther clients controlled player, will that player.mControllin... read more | 11/30/2012 (9:21 am) |
| Problem with source code "overriding virtual function return type differs and is not covariant from..." | Thanks for the replies. I thought there would be a nicer way of doing it, as to me RTSConnection ... read more | 10/21/2012 (2:41 am) |
| Problem with source code "overriding virtual function return type differs and is not covariant from..." | Yer, that's where it came from. I haven't really got that many changes it's just this left to get it... read more | 10/21/2012 (12:18 am) |
| Command to Server not working for me | Ok I have found exactly whats causing this problem. The camera being added as the control object. %... read more | 11/24/2008 (3:47 am) |
| Command to Server not working for me | Ok I'm posting an update for this. Its still not fixed :'( Originally I thought that this was a p... read more | 08/25/2008 (3:21 pm) |
| Command to Server not working for me | Yes its certainly executing, I have an echo the line before and put a break point in the console fun... read more | 08/21/2008 (9:30 am) |
| Command to Server not working for me | I do, I have a mission running also.... read more | 08/21/2008 (9:20 am) |
| Command to Server not working for me | Yes [code] function ServerCmdOrderMoveCmd(%client, %x, %y, %z) { echo("oink desu"); for (%i ... read more | 08/21/2008 (9:02 am) |
| Crate monster ? | You just need to create the crate and player datablocks. Then there is a function named Crate::OnDes... read more | 06/29/2008 (2:07 am) |
| Rts Port To Tgea | I have it running. Minus selection circles. And it did work fine. But now I've got a problem where, ... read more | 01/05/2008 (9:07 am) |
| Multiple Squads | All I did was move the circle rendering code into a separate function nameddrawHealthBar and then ad... read more | 09/09/2007 (4:03 am) |
| Passing vars to PathManager | It think its %rtsunit.getControllingConnection(); in the rts starter kit. If not its %rtsunit.getCon... read more | 08/08/2007 (11:12 am) |
| Multiple Squads | I have done it all in c++. It would be quite troublesome to do in script probably. The leader I ... read more | 08/02/2007 (7:50 pm) |
| Multiple Squads | No I did it a while ago. Its not particually challenging apart from changing rtstsctrl to show selec... read more | 08/02/2007 (7:10 pm) |
| Unit shape instance not updating anymore?(in TGEA) | Problem fixed. Just a note to anyone in the future using the player code. In packupdate it doesnt tr... read more | 08/02/2007 (7:06 pm) |
| Unit shape instance not updating anymore?(in TGEA) | Ok, an update. Since I originally posted I noticed the function RTSShape::prepRenderImage was mis... read more | 08/02/2007 (1:06 pm) |
| Unit shape instance not updating anymore?(in TGEA) | Well ill try to explain it better. The shape that is visible looks completely normal. It stays in th... read more | 08/02/2007 (11:46 am) |
| Unit shape instance not updating anymore?(in TGEA) | Does noone have any help to offer? Anouther piece of info, it is likely caused by me changing the cl... read more | 08/02/2007 (11:19 am) |
| Client-side item not properly updated | Oh, thanks for bumping this. It seems to be very much related to a problem im having right now :)... read more | 08/02/2007 (10:43 am) |
| Multiple Squads | Ive implemented squad based selection :)... read more | 08/02/2007 (10:38 am) |
| Always display damage bars | Just make a function like.. [code] SimSet* RTSConnection::getVisibleUnits() { return mVisibleUn... read more | 07/25/2007 (7:45 am) |
| Help Starting | Check out gameConnection.cs, RTSConnection::CreatePlayer or somthing..... read more | 07/21/2007 (11:57 am) |
| RTS Starter Kit Questions | In the original RTS kit the units are just clamped to the terrain and dont involve physics. They don... read more | 07/11/2007 (6:25 am) |
| CVS checkout help | Welll, it is listed on the webpage http://www.opentnl.org/download.php, unless thats just simply not... read more | 06/26/2007 (11:19 am) |
| TGEA starter.kits (Download) | Some of the RTS kit has been done excluding the minimap and selection circles on atlas. http://ww... read more | 06/21/2007 (6:06 pm) |
| RTSUnits running on slopes | Basically you need to implement some sort of pathfinding. Or you could put in a method containing tw... read more | 05/23/2007 (4:39 pm) |
| Vista(Vc8) Problems | After a reinstall of Visual Studio it worked.... read more | 04/14/2007 (6:05 am) |
| Commandmenu Where Is It??? Urgent | It's all in the scripts on the client side. It is part of the RTSTSCtrl in playgui.gui. And if your ... read more | 04/10/2007 (5:38 pm) |
| Camera/BlackTerrain problem | Argg it was the terrain material definitions had been updated.... read more | 03/25/2007 (1:42 pm) |
| Camera/BlackTerrain problem | I have the release 1.0 which I downloaded a few days after its release. Im downloading it again now.... read more | 03/25/2007 (11:38 am) |
| Tgea Editor? | Press F11 & F10... read more | 03/25/2007 (8:45 am) |
| Shaders won't compile? | Great work Jeremiah, your code fixed the problem! http://www.garagegames.com/mg/forums/result.threa... read more | 03/25/2007 (4:46 am) |
| Shaders won't compile? | I have the exact same problem and im using the October 06 SDK? The executable distributed with it is... read more | 03/25/2007 (3:11 am) |
| Why is'nt my object rendering? | Maybe its missing this parameter so its not being called? RenderInst * ri) i think that should b... read more | 01/30/2007 (11:14 am) |
| Why is'nt my object rendering? | No its not a material problem because it works in the player class using the exact same shapefile ... read more | 01/29/2007 (12:45 pm) |
| Terrain Grid project | A* summed up is it finds the adjacent node closest in distance to the goal and the starting point. O... read more | 01/02/2007 (12:24 pm) |
| Porting GL to GFX? | GlDisable(GL_LIGHTING); GFX->setLightingEnable(false); glPushMatrix(); GFX->pushWorldMatrix(); ... read more | 01/01/2007 (6:35 am) |
| Using dsq | There is an example in example\demo\data\shapes\spaceOrc\player.cs... read more | 12/25/2006 (8:24 am) |