Kiss My Ass Clan

  Spotlight

 

Kiss My Ass Clan: Forums

 

View next topic
View previous topic
Post new topic   Reply to topic
Message Author
PostPosted: Fri Jul 17, 2009 11:24 pm  

Heretic wrote:
well im not sure if this would be possible for the ranks or not but, maybe the person with the most games be the general of the army, the next 3 would be generals, the next 10 would be lieutenant generals, the next 50 people would be major generals, then everyone else over 1000 games would be a brigadier general.

Another question, where do you get the idea that AnA might not be around at the end of the year?


nvm
 
Heretic


First Sergeant (1SG)
First Sergeant (1SG)

Joined: Mar 21, 2007
Posts: 262

View user's profile Send private message Reply with quote
PostPosted: Fri Jul 17, 2009 11:41 pm  

well until i have had a chance to do some testing I'm not sure what is possible. remember A&A was rushed to market.... I've seen alot of notes marked "TO DO" in the configs, including the rank system. I've seen that setting and am not sure if it is even utilized or not, the rank setting is hard coded in the configs as well.. Even if it is utilized, I have a couple ideas for a work-around, but like I said need time to test and tweak. So I wouldnt put a fork in it quite yet Cool

I like the rank idea heretic, but you have to provide set numbers for each rank... unfortunately
 
spasticdonkey


President of the United States
President of the United States

Joined: Jun 23, 2005
Posts: 3381
Location: Texas, USA

View user's profile Send private message Reply with quote
PostPosted: Sat Jul 18, 2009 1:01 am  

What I would love more than anything is clan taggs that you have to invite someone so he could put on taggs and not be a part of the name, to prevent such things as confusion and imposters.

+
I vote that Spastic be the king of A&A and there to be a special rank just for him since he worked harder than anyone to make this game fun through tournaments and this mod.

_________________
Image
Image 
XtremeChaos


Deputy Secretary of Defense
Deputy Secretary of Defense

Joined: Aug 31, 2007
Posts: 2289

View user's profile Send private message Reply with quote
PostPosted: Sat Jul 18, 2009 12:55 pm  

i agree with xtreme Very Happy Very Happy Very Happy
 
Heretic


First Sergeant (1SG)
First Sergeant (1SG)

Joined: Mar 21, 2007
Posts: 262

View user's profile Send private message Reply with quote
PostPosted: Sat Jul 18, 2009 1:41 pm  

the rank system is not hard coded only becasue all hard coded items say this somewere :Hard Coded

ill study for with AA later i havent looked through my data foldr since PH mod was cacelled.

this is what spas talking about to do with ranks

Quote:
[PlayerRank template=Rank]
{
IDS = lieutenant
glyph_name = ch_rank1 ;; TODO: update with correct glyph
rank_name_ids = rank_name_1
rank_value = 1
}

[PlayerRank template=Rank]
{
IDS = captain
glyph_name = ch_rank2 ;; TODO: update with correct glyph
rank_name_ids = rank_name_2
rank_value = 50
}

[PlayerRank template=Rank]
{
IDS = major
glyph_name = ch_rank3 ;; TODO: update with correct glyph
rank_name_ids = rank_name_3
rank_value = 250
}

[PlayerRank template=Rank]
{
IDS = colonel
glyph_name = ch_rank4 ;; TODO: update with correct glyph
rank_name_ids = rank_name_4
rank_value = 500
}

[PlayerRank template=Rank]
{
IDS = general
glyph_name = ch_rank5 ;; TODO: update with correct glyph
rank_name_ids = rank_name_5
rank_value = 1000
}


All this means they didt update the glyph when the did game this could easyily be done

lets do an example

Quote:
[PlayerRank template=Rank]
{
IDS = king_of_AnA
glyph_name = ch_rank6 ;; TODO: update with correct glyph
rank_name_ids = rank_name_6
rank_value = 2000
}


so easy to do now all i need to do it

as you can see this part well is what you need to create an internet rank brief instructions

Quote:
/**************************************************************************

template_rank.tgi
Copyright © 2002-2003 TimeGate Studios

DESCRIPTION: Ranks that will be displayed in Internet games

REVISION HISTORY:
clh022704 - created

USAGE:

[PlayerRank template=Rank]
This node goes at the root level to define a rank that is available in the game.

FIELDS:

glyph_name = the name of the glyph we'll use to depict this rank
NOTE: The rank glyphs need to have use_own_color set to false
rank_name = the name that will be localized in game to the proper name. Not using a localized string
here on purpose as we can update the ranks dynamically from a web page so we need to
have the ranks declared in the strings file

rank_value = a player will have this rank if he's played over or equal to this value. A special note
A value of zero will not show up in the game as zero means they haven't played a game.

**************************************************************************/

[template Rank]
{
string IDS
localized name = NULL

;; NOTE: The rank glyphs need to have use_own_color set to false
string glyph_name

;; This is not the actual rank string, but the ids for the string in
;; <game>/Data/Localization/strings_<game> file
string rank_name_ids
int rank_value
}


spas i hope this help on creation an online rank truely i really dont care about about online ranks. i understand all of this what to do but because it clearly tells you how to make it im not going to go through the rest

As of Random map scripts as i said befor if pople want battle ships map size shall increse so for spas the modder of this mod ill tell him how to do this

there is a file called template_rmc_aa.tgi as you scroll you will find this


[MapSize]
width = 640
height = 640
recommended_kingdoms_min = 6
recommended_kingdoms_max = 8

now all you do is change vaules ill show you an example

[MapSize]
width = 1024
height = 1024
recommended_kingdoms_min = 2
recommended_kingdoms_max = 8

if you want more sides just do this

[Kingdom Template=RMCKingdomMajor]
{
IDS = side09
name = "#template_rmc_aa_side09_name_2"
color = white
team = null
playable = true
required = false
SAI_default_ids = null
}

kinda basic

now for a little of wonderful math

[Template MachineGunBunkers Template=RMCActorGroup]
{
ids = start_bunkers
name = "#template_rmc_aa_start_bunkers_name"

kingdom_ids = null
show_ui = false

range = 1,1
area_factor = 0

search_relative_kingdom_ids = this
search_radius = 12

intraproximity_min = 10
intraproximity_desired = 10
starting_location_weight = 10000

properties = tech_noupkeep

[RequiredObject]
object_ids = placeholder_bunker
position = 0,0

;; this will prevent these bunkers from going anywhere near 12m of any corps HQ (one of
;; which happens to be corps paired with this bunker). However this also means that the
;; desired distance will be applied with every corps (not what we want). The problem
;; is the bunker group is applied to all kingdoms and you can't specify a group
;; restriction with the corps that goes with this group. Fortunately, the desired
;; proximity of the restriction is negated due to the large starting_location_weight
;; which still puts these with the appropriate corps.
[GroupRestriction]
group_ids = start_corps*
proximity_min = 12
proximity_desired = 12
}

[Template AntiairBatteries Template=RMCActorGroup]
{
ids = start_antiair
name = "#template_rmc_aa_start_antiair_name"

kingdom_ids = null
show_ui = false

range = 1,1
area_factor = 0

search_relative_kingdom_ids = this
search_radius = 12

intraproximity_min = 10
intraproximity_desired = 10
starting_location_weight = 10000

properties = tech_noupkeep

[RequiredObject]
object_ids = placeholder_bunker_antiaircraft
position = 0,0

[RequiredObject]
object_ids = placeholder_bunker_antiaircraft
position = 0,0

;; see comment in [MachineGunBunkers]
[GroupRestriction]
group_ids = start_corps*
proximity_min = 12
proximity_desired = 12
}

[Template ArtilleryBatteries Template=RMCActorGroup]
{
ids = start_artillery
name = "#template_rmc_aa_start_artillery_name"

kingdom_ids = null
show_ui = false

range = 1,1
area_factor = 0

search_relative_kingdom_ids = this
search_radius = 12

intraproximity_min = 10
intraproximity_desired = 10
starting_location_weight = 10000

properties = tech_noupkeep

[RequiredObject]
object_ids = placeholder_bunker_artillery
position = 0,0

;; see comment in [MachineGunBunkers]
[GroupRestriction]
group_ids = start_corps*
proximity_min = 12
proximity_desired = 12
}

so many lines but so basic

il use At buner for my example

Quote:
[Template ArtilleryBatteries Template=RMCActorGroup]
{
ids = start_artillery
name = "#template_rmc_aa_start_artillery_name"

kingdom_ids = null
show_ui = false

range = 1,1
area_factor = 0

search_relative_kingdom_ids = this
search_radius = 20

intraproximity_min = 15
intraproximity_desired = 20
starting_location_weight = 10000

properties = tech_noupkeep

[RequiredObject]
object_ids = placeholder_bunker_artillery
position = 0,0

;; see comment in [MachineGunBunkers]
[GroupRestriction]
group_ids = start_corps*
proximity_min = 15
proximity_desired = 25
}


that was really easy

for the RMC script you need to do it for every type tropical,boral and so on.

good luck spas on ur mod


Id like to announce custom models can now be made this was a test sorry for the scaling

i have spent months trying to figure out how to get custom modles in AnA without game crash

Image

this is the fixed version of it

Image

also with AnA can handle about good poly models so much could be done from new military building, vehicles, infantry, but as of units i havent foun out how to do them yet they require alot more nodes but should be easy to do.

_________________
________________
when 2 nations fight for 1 island for an unkown reason not yet know

Get a gun and a couple of bullet and fight to the death

Project Homeland mod

Last edited by ameliker9 on Sat Jul 18, 2009 7:51 pm; edited 2 times in total 
ameliker9


Sergeant (SGT)
Sergeant (SGT)

Joined: Apr 29, 2009
Posts: 99

View user's profile Send private message Reply with quote
PostPosted: Sat Jul 18, 2009 6:55 pm  

so then is it possible to make new ranked random maps?
 
Heretic


First Sergeant (1SG)
First Sergeant (1SG)

Joined: Mar 21, 2007
Posts: 262

View user's profile Send private message Reply with quote
PostPosted: Sat Jul 18, 2009 7:04 pm  

no only edit t the exsisting ones but all that mater is map size

_________________
________________
when 2 nations fight for 1 island for an unkown reason not yet know

Get a gun and a couple of bullet and fight to the death

Project Homeland mod 
ameliker9


Sergeant (SGT)
Sergeant (SGT)

Joined: Apr 29, 2009
Posts: 99

View user's profile Send private message Reply with quote
PostPosted: Sat Jul 18, 2009 11:18 pm  

so we can make it to where there can be a 5v5 or 6v6 or more ?
 
Heretic


First Sergeant (1SG)
First Sergeant (1SG)

Joined: Mar 21, 2007
Posts: 262

View user's profile Send private message Reply with quote
PostPosted: Sun Jul 19, 2009 2:37 pm  

yes you can have 5v5 or 6v6 or 10 v 10

_________________
________________
when 2 nations fight for 1 island for an unkown reason not yet know

Get a gun and a couple of bullet and fight to the death

Project Homeland mod 
ameliker9


Sergeant (SGT)
Sergeant (SGT)

Joined: Apr 29, 2009
Posts: 99

View user's profile Send private message Reply with quote
PostPosted: Mon Jul 20, 2009 12:45 am  

i would make german eco better, and ships available

_________________
Image 
Vinni


First Sergeant (1SG)
First Sergeant (1SG)

Joined: Mar 29, 2009
Posts: 276
Location: TEXAS

View user's profile Send private message Reply with quote
PostPosted: Mon Jul 20, 2009 5:31 am  

Lagfest time!

It is going to crash at least once or twice but eventually will be right no? Smile

_________________
Image
Image 
XtremeChaos


Deputy Secretary of Defense
Deputy Secretary of Defense

Joined: Aug 31, 2007
Posts: 2289

View user's profile Send private message Reply with quote
PostPosted: Mon Jul 20, 2009 10:58 am  

I like the idea of adding naval battles to ana
 
LIL-BUKU


First Sergeant (1SG)
First Sergeant (1SG)

Joined: Oct 26, 2008
Posts: 259
Location: Morristown New Jersey

View user's profile Send private message Visit poster's website Reply with quote
PostPosted: Mon Jul 20, 2009 3:03 pm  

yes thats why id go 5 v 5 instead and map size to the map editor size 756 i think. but navel battle are ahrd to do ebcause of battleships annyonig range and owh ever has more ships wins the navel

_________________
________________
when 2 nations fight for 1 island for an unkown reason not yet know

Get a gun and a couple of bullet and fight to the death

Project Homeland mod 
ameliker9


Sergeant (SGT)
Sergeant (SGT)

Joined: Apr 29, 2009
Posts: 99

View user's profile Send private message Reply with quote
PostPosted: Mon Jul 20, 2009 5:30 pm  

i think removing the building cap for oil and ammo depots would make the game run better. It usually starts lagging about the time everyone is cranking out 4000 supply depots.

_________________
Image  
spasticdonkey


President of the United States
President of the United States

Joined: Jun 23, 2005
Posts: 3381
Location: Texas, USA

View user's profile Send private message Reply with quote
PostPosted: Mon Jul 20, 2009 5:49 pm  

we can go CoH style and remove the supply and i could make custom modles for structure that got to be captured. make a online game more intresting instead of watching people span supply accros the map.

_________________
________________
when 2 nations fight for 1 island for an unkown reason not yet know

Get a gun and a couple of bullet and fight to the death

Project Homeland mod 
ameliker9


Sergeant (SGT)
Sergeant (SGT)

Joined: Apr 29, 2009
Posts: 99

View user's profile Send private message Reply with quote
PostPosted: Mon Jul 20, 2009 8:34 pm  

no making it like that would make it coh, this is AnA, not coh although making ammo and oil depots not count towards the building cap would be a good idea.
 
Heretic


First Sergeant (1SG)
First Sergeant (1SG)

Joined: Mar 21, 2007
Posts: 262

View user's profile Send private message Reply with quote
PostPosted: Mon Jul 20, 2009 9:56 pm  

"I like it, i had something similar in my head, although I think gamespy support will expire before most can reach 6,000 or anyone can reach 10,000... i was thinking something like: " \haha- my Brazilian brethren, Dimitrios1 is a beast and gets like 100 games a month, hes near or past the 5000 mark currently, but other than him i doubt any1 else will make it to the 6000 mark

btw...in my mod i plan to make ammo oil not count toward building cap

_________________
Image 
Capt_Kramer


First Sergeant (1SG)
First Sergeant (1SG)

Joined: Jun 20, 2009
Posts: 256
Location: Boston

View user's profile Send private message Send e-mail Reply with quote
PostPosted: Tue Jul 21, 2009 1:57 pm  

where is everyone getting the idea gamespy will close down?
 
Heretic


First Sergeant (1SG)
First Sergeant (1SG)

Joined: Mar 21, 2007
Posts: 262

View user's profile Send private message Reply with quote
PostPosted: Fri Jul 24, 2009 12:05 pm  

No oil or ammo build cap? I think thats overpower to the troops since you dont even have to unpack them to get benefits, you get a fraction but in late games you will be spamming and hiding them in corners and not unpacking except for a handful.

_________________
Image
Image 
XtremeChaos


Deputy Secretary of Defense
Deputy Secretary of Defense

Joined: Aug 31, 2007
Posts: 2289

View user's profile Send private message Reply with quote
PostPosted: Fri Jul 24, 2009 1:11 pm  

i think that the unit rank is fine because you dont want to make it super super easy to get Elite mech. And if you would do different exp points gained for the different levels then that would be loads of work. I do think that an aspect that may be helpful is if we were to be able to have a feature to the lobby that could kik people that have been AFK for over 10 minutes. It would make more room and it wouldln't lagg the lobby.

About the few of you that would like to add ships to the game. The reason that ships werent added were because like Age of Empires ships lagg games like crazy. Thus the only put ships in games that cant lagg.( Offline games)

Is there a way to add countrys or resistance groups? I like the ideas about the ammo and oil depots not capping us, and the same with the really expensive airfields that also dont population cap us.

is there a way that we could make it so we got to choose what power ups we got to kinda add a little startegy to that aspect? Kinda like where for instance there are 4 "slots" to choose from. Like bomb/power up/ power down/ defensive/
V-Rocket/Mech advance/Demorilization/Corp
CarpetBomb/Blitzkrige/Propaganda war/ Sandbagging

i have more but this is all the time i have to write it. lemme know if this will work.

_________________
How do you guys get pictures in here? PLZ tell me.
I wanna put a funny video of a cat on an AK-47. 
HEATHEN


Sergeant First Class (SFC)
Sergeant First Class (SFC)

Joined: Feb 24, 2009
Posts: 182

View user's profile Send private message Reply with quote
Display posts from previous:       
 
Post new topic   Reply to topic

View next topic
View previous topic
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You can attach files in this forum
You can download files in this forum


Forums ©