Anton Struyk
Anton Struyk
Feel free to tackle it if you'd like. I just don't have the time to fiddle with it ATM. On Fri, Jun 26, 2015 at 1:37 PM, TheOtherTaylor [email protected] wrote:...
Tried running the following today as a module: ``` #include "\ares_zeusExtensions\module_header.hpp" if (isNil "ARES_Set_Owner_To_Server") then { ARES_Set_Owner_To_Server = { _unitsToAdd = _this select 0; { diag_log format["Pre-change owner '%1' =...
I think that AI Caching script is basically doing what @esteldunedain described - at least from my cursory glance at the code and your description of the limitations. It sounds...
AI created by Zeus is local to the machine running zeus. AI placed in a mission file (i.e. in the editor) or created on OTHER zeus clients (if more than...
Looks pretty awesome. The only thing I would suggest is maybe using a single module and deciding which units to attempt to move to the server based on where the...
That might be overkill :) - Something - Like this will probably do.
What we have right now: - AI Behaviours - Artillery Fire Mission - Create Artillery Target - Fire Artillery - Garrison Building (instant) - Patrol - Search and Garrison Building...
Proposed new sorting: - Ares AI Actions - Add Artillery Target - Artillery Fire Mission - Fire Artillery - Garrison Building (instant) - Lights On/Off - Patrol - Search Building...
Reasoning: - Moves all the Ares module categories next to eachother in the list (because they start with 'Ares') - Changes sorting to be more 'task' based instead of functionality...
I'm not really sure of the utility. Sure, there's a few special-case times it'd be useful, but it's not really something that seems to have generic appeal. I'm not sure...