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    Ghoustaq_14

    @Ghoustaq_14

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    Best posts made by Ghoustaq_14

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    Latest posts made by Ghoustaq_14

    RE: [New problem]How to make extraarmies behave like AI players?

    @ghoustaq_14 said in [New problem]How to make extraarmies behave like AI players?:

    @penguin_ Wow, It seems that you created a new AI for the map of Twin Cities. I wonder if it is possible for extra amies to call the original AI codes?

    OK, I think I already solved this problem. Thank everyone for helping me.😊

    posted in Mapping •
    RE: [New problem]How to make extraarmies behave like AI players?

    @penguin_ Wow, It seems that you created a new AI for the map of Twin Cities. I wonder if it is possible for extra amies to call the original AI codes?

    posted in Mapping •
    [New problem]How to make extraarmies behave like AI players?

    I have created a huge map which is 80km² and I want more than 8 players on my map. So I placed many units including COMMAND UNITs,ENGINEERS, TANKs and so on for the ARMY_9 and Neutral Civilian which is set as enemy in the game options. But why do they just not work? the units of ARMY_9 will not appear on the game totally, and the units of Neutral Civilian will appear but just stand still and do noting.

    How to solve this problem? Is it possible for ARMY_9+ or Neutral Civilian to be manipulated by AI?

    posted in Mapping •
    RE: [Another question]How do those different types of layer work on game?

    @jip said in [Another question]How do those different types of layer work on game?:

    You'd need to do that in a mod, but that is possible yes. If you want to take that road you're better off asking in #modding-general on the official discord. Make sure to give yourself the modder role in #role-selection. There's a lot more activity on Discord

    Thanks for advising!

    posted in Mapping •
    RE: [Another question]How do those different types of layer work on game?

    @jip said in [Another question]How do those different types of layer work on game?:

    Technically they can also influence the movement speed, or any other unit property. There is a engine callback when a unit switches terrain type. The game just doesn't make use of it

    is there a code that could make one unit's movement speed related with some terrain type. For example, one unit will slow down on rockyland and speed up on grassland.could it be realized by editing script.lua?

    posted in Mapping •
    RE: [Another question]How do those different types of layer work on game?

    @madmax said in [Another question]How do those different types of layer work on game?:

    they produce different effects on the ground like dust and footprints the ones with the red circle symbol are blocking types it is all defined in terraintypes.lua

    Thank you, Sir! It is a professional answer.👍

    posted in Mapping •
    [Another question]How do those different types of layer work on game?

    May they effect on the speed of units moving through on them? I am not sure, who knows the answer?
    layer type.jpg

    posted in Mapping •
    RE: I need some help for the script.lua of my map

    @rowey said in I need some help for the script.lua of my map:

    https://github.com/FAForever/fa-lua-vscode-extension

    Thank you for helping buddy👏 ,you are so kind

    posted in Mapping •
    RE: I need some help for the script.lua of my map

    @rowey said in I need some help for the script.lua of my map:

    Majority use Visual Studio Code for development as that's what our Intelisense is created for

    OK, I have installed Visual Studio Code, can you tell me where to download the "Intelisense plugin"?😊 I cannot wait to try it.

    posted in Mapping •
    RE: I need some help for the script.lua of my map

    @rowey said in I need some help for the script.lua of my map:

    What code editor are you using as we do have a Intelisense plugin that's being worked on for faf which is located on the faforever GitHub

    I use SciTE. Do you have a better choice?

    posted in Mapping •