Page 3 of 3

Re: [MOD WIP 0.3.2] Cobra Commander mod

Posted: Sun Jul 14, 2013 3:12 pm
by xxdolcexx
is this mod dead ?

Re: [MOD WIP 0.3.2] Cobra Commander mod

Posted: Sun Jul 14, 2013 8:37 pm
by rk84
xxdolcexx wrote:is this mod dead ?
Sorry I have been busy with other stuff and Im not sure when I can take look at this mod again.

Re: [MOD WIP 0.6.x] Cobra Commander mod

Posted: Tue Sep 03, 2013 10:56 am
by rk84
I made a update. It should work in 0.6 now. Instead luring your troops with war banners, mod uses setcommand -method now. Troops flock around single position so it is not most efficient war party. They should be distracted by enemy, but they seems bit passive.

Re: [MOD WIP 0.6.x] Cobra Commander mod

Posted: Tue Sep 03, 2013 5:16 pm
by kovarex
What if they followed player?

Re: [MOD WIP 0.6.x] Cobra Commander mod

Posted: Tue Sep 03, 2013 9:02 pm
by rk84
Yea that they actually did. When they are set to follow player, they get move command on every 1 tile that player moves. So it might not be good to use autofollow in attack.

Im working on move formation for troops and differend commands for war banner.
Planned uses for war banner:
1. Click over player: Troops in 30 tile radius will start follow player. Gui possibly asking formation shape.
2. Click over enemy entity. Troops in 30 tile radius around player will attack target entity.
3. Click anywhere. Troops in 30 tile radius around player will move in clicked position and retain current formation.

Re: [MOD WIP 0.6.x] Cobra Commander mod

Posted: Tue Sep 03, 2013 9:39 pm
by ficolas
rk84 wrote:Yea that they actually did. When they are set to follow player, they get move command on every 1 tile that player moves. So it might not be good to use autofollow in attack.

Im working on move formation for troops and differend commands for war banner.
Planned uses for war banner:
1. Click over player: Troops in 30 tile radius will start follow player. Gui possibly asking formation shape.
2. Click over enemy entity. Troops in 30 tile radius around player will attack target entity.
3. Click anywhere. Troops in 30 tile radius around player will move in clicked position and retain current formation.
What if it was more age of empires like? you select the troops that you want to send to attack, so you dont need to wait every 30 blocks.

Re: [MOD WIP 0.6.x] Cobra Commander mod

Posted: Thu Sep 05, 2013 8:38 am
by rk84
I try to keep this really simple so no additional tools or GUIs are needed.
Here is another idea.
1. Clicking over player will add all troopers in 30 tile radius in your group. Also those before in group and the newly added start to follow player.
2. Click over enemy entity. Your group will attack target entity.
3. Click anywhere (not near player). Your group will move in clicked position and retain current formation.
4. Building a war banner will drop your group selection.

Re: [MOD WIP 0.6.x] Cobra Commander mod

Posted: Mon Sep 09, 2013 10:54 am
by rk84
0.12.2 Update. It should work now like my post above. Formation gets bit ruined every time you add troopers in your group, but you can fix it by building a war banner and making new group selection.

I used entity's table reference "tostring(entity)" as key to save selected entities. So I hoped duplicates would have been overwriten, but holes appeared in formation (multiple references to single entity).

I propably need to tweak the move method since it uses player position to keep formation shape.

Edit: 0.12.3 small update.
Turret autoloader. If you have ammo in your inventory and you build gun turrer, the ammo will be inserted automaticly to turret. (Piercing first, regular last)
Should help in hectic battle, but is too overpowered? What you think?

Re: [MOD WIP 0.6.x] Cobra Commander mod

Posted: Sun May 18, 2014 10:33 pm
by FreeER
I took a stab at updating this (since I wanted to look through the unit commanding code anyways), ...almost had it lol
problems:
  • guard house gives 'wrong range argument count'...not sure where that is coming from... so I've commented out all the code related to guard houses (to stop further related errors), of course...that makes the mod almost useless....
  • graphics that will/would need to be fixed (due to 2048 being a max size now):
  • cobra hiss tank (did a quick 'crop' to 2048, doesn't look too noticeable ingame)
  • player (I renamed to player-with-guards and commented out player alterations in entity-alternations.lua)
  • the alarm-tower is invisible (the ammo-turret's pictures have changed but it doesn't cause any errors...lol)
zip: https://www.dropbox.com/s/11v9hg0y2q7ulzo/ccmod.zip

Re: [MOD WIP 0.6.x] Cobra Commander mod

Posted: Fri Feb 20, 2015 8:49 pm
by darkshadow1809
Would really like to see this one updated :P

Been missing some of that NPC action in bases. Feel so lonely when not in MP :P i want to wage war in numbers against these bugs!