(Jip) Willem Wijnia

Results 464 comments of (Jip) Willem Wijnia

I've given it some thought and to me the only correct solution was the old solution where we use a separate table. Did you manage to come up with something?

> Since these reasons are more about aesthetics, should I change it to just checking the footprint size? I see where you're coming from. Let's look into that in the...

> Here's how it looks like when the artillery finishes and the weapon is rotated. I haven't found any way to rotate the weapon itself while under construction. I don't...

@Fichom the effect now spawns for UEF units when they gain veterancy. I've also scaled the effect based on the unit size, so that it's more concentrated (by the suggestion...

_With these changes_ https://github.com/FAForever/fa/assets/15778155/664a83d7-a23f-4123-92af-452d399d1caf _Without the quick drop feature_ https://github.com/FAForever/fa/assets/15778155/96d337da-0484-4ac9-bab4-5768b05a2b86 There's not much difference in my opinion. Of course some maps have rather extreme cliffs, but there's a limit to...

@relent0r I noticed that your AI makes use of the unit data that is stored in the brain. Are you aware of the engine alternatives that allow you to gather...

@lL1l1 what are your thoughts on replacing the Lua-based statistics tracking with the engine-based statistics tracking? It feels more cohesive and reduces the Lua overhead, even if it is just...

I'll have to experiment more with these two functions to fully understand them, I'll update the documentation and get back to you!

> At worst, apply an `__index` metamethod to `AIBrain.UnitStats["kills"|"built"|"lost"]`, so we just return the value given by the engine. This is a good suggestion, as a fallback.

@Brutus5000 this pattern is suggested by Balthazar when you do not have the rights to edit the mods you'd like to combine / work with, just like Smalki is doing...