Boards von Warzone2100.de

Boards zum Spiel => Support => Einzelspieler => Thema gestartet von: StevenB am 2003-07-30, 22:02:10

Titel: faqs, ai scripting and other tech questions
Beitrag von: StevenB am 2003-07-30, 22:02:10
I have some questions. I has take version 1.1 on my computers. But, the game is english ? Befor was the game in German (in my language *G*).

Is that normaly ?

Nochmal auf deutsch:

Seitdem ich die Version 1.1 drauf habe, ias das spiel bei mir auf englisch, ist das normal ?

mfg Steven
Titel: faqs, ai scripting and other tech questions
Beitrag von: Botti am 2003-07-31, 01:46:00
Der Feldzug-Modus bleibt weiterhin Deutsch :wink: nur Mehrspieler inklusive Gefecht ist Englisch. :cry:

Mach am besten die Version 1.10 (http://www.warzone2100.de/klick/scarklick.php?sdl_id=10&KONTENTSID=c32eb931dd1f3740db3a7a81df1168ca) drauf, dann den Deutschen Patch (http://www.warzone2100.de/klick/scarklick.php?sdl_id=83&KONTENTSID=731b928b02e333dd44609ffb9497e411) von Kreuvf. :wink:
Titel: faqs, ai scripting and other tech questions
Beitrag von: StevenB am 2003-07-31, 10:01:13
Ja genau, genau das hab ich probiert. Nur verändert sich nichts, alles bleibt Englisch.

Ich habe die Datei, wie beschrieben einfach ins hauptverzeichniss gepackt. Erst den Patch installiert, udn dan n habe ich die Datei dort reingepackt.

edit peinlich peinlich. Hab gerade mitbekommen, das ich 2x die Englische Version besitze.....
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-07-31, 19:14:18
hehe  :lol:  :lol:  :lol:

der war gut!


Da kommt mir aber so ein Gedanke:
Kennt jemand die Datei(en) die sprachspezifisch für die Einzelspielermissionen zuständig sind ? (also nicht die Videos, die sind halt so...)
Damit könnte ihm geholfen werden...
Titel: faqs, ai scripting and other tech questions
Beitrag von: StevenB am 2003-07-31, 22:40:07
:) habs mir heute nochmal gekauft, diesmal auf Deutsch!!! *G*

Mit dem Patch usw. klapt alles. Ich besitzt das game jetzt 2x auf Deutsch und 2x auf Englisch. Aber hab ein problem, egal welche CD ich bei meinem 2 pc reinlege, Warzone sagt immer wieder bitten legen sie die CD ein :(

Hab sogar schon CD eingelesen und gemoutet... funzt auch nicht. Muss nun crack benutzten :( , obwohl meine laufwerke neu sind, Windows alles neu drauf ist. Warzone erkennt nicht die Orginal cd bei dem 2 pc...

Jetzt besitz ich das game 4 mal und er fragt immer wieder bitten legen sie die CD ein. Aber die CD liegt ja drinne...
Titel: faqs, ai scripting and other tech questions
Beitrag von: san am 2003-07-31, 23:30:19
@steven
les mal diesen thread: http://www.warzone2100.de/phpbb2/viewtopic.php?t=24
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kreuvf am 2003-08-01, 18:05:27
Ich glaube wir sollten mal irgendwas für das forum einrichten, dass bestimmte themen (wie das mit der cd) in eine "Help Compilation" kommen, die vor dem Posten gelesen werden muss.... damit hier nicht immer wieder die gleichen Themen auftauchen.
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-01, 18:39:50
*lach* *grins* eine help-compilation  :lol:  :lol:  :lol:

nett.

hast du schon mal die EULA von irgendeinem Programm, das du dir installierst angelesen ? (von durchgelesen will ich ja gar nicht mal reden...)
Rate mal wieviele Waschmaschinen du schon gekauft hast...  :D )

Das Problem, das viele Fragen tausend Mal gestellt werden, ist in so ziemlich JEDEM Forum bekannt, bin selber auf einigen anderen "aktiv".
Leider verfallen die (meisten) Moderatoren auch in so eine Art "Noob-Hass-Stimmung" (ja, brutal übertrieben dargestellt, schon klar),
aber hey, wir sind die Mods hier, und unsere Aufgabe ist es schliesslich, den Neuzugängen (=Newbies oder Noobs) den Einstieg in unsere "Welt" zu erleichtern, und wenn wir das (gut) tun, werden sie sich freuen, da bleiben und vermehren...  :lol:  :lol:  :lol:
naja, jetzt wirds wieder sarkastisch...

 :arrow: Daher: Moderatoren-Aufgabe: Antworten mit Hinweis auf Lösungstopic und CLOSED.

so einfach.
Titel: faqs, ai scripting and other tech questions
Beitrag von: StevenB am 2003-08-01, 19:52:55
So eine art Faq währe echt nicht schlecht. Wo schon vorher probleme erläutert werden. Gerade solche die oft auftreten :)

mfg Steven
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-01, 21:16:29
Ein FAQ, gute Idee... als "Sticky" gepinnt...
in der MODERATOREN alle wirklich WICHTIGEN Hilfestellungen reinposten können...
mach ich gleich mal...

Hier gehts zum Topic (http://www.warzone2100.de/phpbb2/viewtopic.php?t=186)
Ist natürlich noch in Arbeit...
Titel: faqs, ai scripting and other tech questions
Beitrag von: Botti am 2003-08-03, 10:49:22
Du kannst ja noch die ganzen Probleme aus einem englischen FAQ mit hinzufügen.

Halt einfach übersetzen, aber ich denke, das kannst du super :wink:

Gruß
  BotmanGT
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-03, 16:30:16
bin jetzt etwas überfragt...
welche englische FAQ meinst du denn ??
Titel: faqs, ai scripting and other tech questions
Beitrag von: Botti am 2003-08-03, 18:13:56
Hmmm ... da gibts eigentlich viele.

Aber frag mich nicht wo!

Vielleicht auf irgendeiner Seite oder so -> offizielle englische WarZone2100-Seite vielleicht?!? Ich weiß es selber nicht so genau.

Ich dachte vielleicht da gibt es eins :?

Naja egal ... dann denk dir ein paar Fragen, Antworten und Lösungen noch aus :wink:

Gruß
  BotmanGT
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-03, 19:28:02
Zitat von: BotmanGT
Hmmm ... da gibts eigentlich viele.

Aber frag mich nicht wo!

Vielleicht auf irgendeiner Seite oder so -> offizielle englische WarZone2100-Seite vielleicht?!? Ich weiß es selber nicht so genau.

Ich dachte vielleicht da gibt es eins :?

Naja egal ... dann denk dir ein paar Fragen, Antworten und Lösungen noch aus :wink:

Gruß
  BotmanGT


==========================================

from the google translation site - i couldnt help but see the FAQ - did you need some help in that area - i have started a FAQ and am still looking for information in regards to all warzone 2100 items - problems / cures  - tips and tricks , etc...   maybe we could help each other?  and i still need to find a better translator than google...  maybe one of you fine gentlemen can help me out. :)
Titel: faqs, ai scripting and other tech questions
Beitrag von: Botti am 2003-08-03, 22:54:46
I have an very good translator :wink:

See linguatec.net (http://www.linguatec.net/online/ptwebtext/index.shtml) :wink:

Hmmm ... the site is also german, but you can change.

"Sprachpaar" -> here you can change the translator (german - english = "Deutsch - Englisch")

"Sachgebiete" -> hmmm ... the subject areas ?!? here you can change the areas (computer, sport, ...)

"Geben Sie Ihren Text ein (max. 1000 Zeichen)" -> there you must typing your text in :wink:  :!: a maximum of 1000 signs :!:

Hmmm ... I don't know how much english mistakes I write down here, but there is an great translator I think. Try it :wink:

Greetings
  BotmanGT
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-04, 00:59:10
Zitat von: BotmanGT
I have an very good translator :wink:

See linguatec.net (http://www.linguatec.net/online/ptwebtext/index.shtml) :wink:

Hmmm ... the site is also german, but you can change.

"Sprachpaar" -> here you can change the translator (german - english = "Deutsch - Englisch")

"Sachgebiete" -> hmmm ... the subject areas ?!? here you can change the areas (computer, sport, ...)

"Geben Sie Ihren Text ein (max. 1000 Zeichen)" -> there you must typing your text in :wink:  :!: a maximum of 1000 signs :!:

Hmmm ... I don't know how much english mistakes I write down here, but there is an great translator I think. Try it :wink:

Greetings
  BotmanGT

=============================================

thanks and i will try that - maybe have better luck with it than google... :lol:
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-04, 01:05:21
Zitat von: BotmanGT
Hmmm ... da gibts eigentlich viele.

Aber frag mich nicht wo!

Vielleicht auf irgendeiner Seite oder so -> offizielle englische WarZone2100-Seite vielleicht?!? Ich weiß es selber nicht so genau.

Ich dachte vielleicht da gibt es eins :?

Naja egal ... dann denk dir ein paar Fragen, Antworten und Lösungen noch aus :wink:

Gruß
  BotmanGT


==============================================

this is the translation it gave me - how close is it to what you actually said and what is naja

There is many for Hmmm ... actually there.
But where not ask me?
On perhaps any page or so > official English WarZone2100 page perhaps?
I don't know it so exactly.
I thought there is one Naja identically ... then perhaps there a couple of questions, answers and solutions still from greeting BotmanGT imagine
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-04, 01:19:24
:lol:  :lol:  :lol:  :lol:
very funny....
yes....

okay,
I should help you understand what's going on here...

I will make a post which shall include the most frequently asked questions about warzone.

Then Botman answered:
Zitat
Du kannst ja noch die ganzen Probleme aus einem englischen FAQ mit hinzufügen.
Halt einfach übersetzen, aber ich denke, das kannst du super

that is: You can put in all the questions from (the) english FAQ(s) and then translate them.

But I don't know of any english FAQs...
so I ask what english FAQs he mean..

His answer:
Zitat
Hmmm ... da gibts eigentlich viele.
Aber frag mich nicht wo!
Vielleicht auf irgendeiner Seite oder so -> offizielle englische WarZone2100-Seite vielleicht?!? Ich weiß es selber nicht so genau.
Ich dachte vielleicht da gibt es eins  
Naja egal ... dann denk dir ein paar Fragen, Antworten und Lösungen noch aus

That is: There's many but I don't know where. Could be on the official english warzone site? I don't know anymore. But you (he means me  :wink: ) could think of some more Questions and answers...

 :lol:  :lol:  :lol:
so a very funny translation you got *haha*

but you are talking of making a FAQ of your own...
I'm interested...
 :)

When it's finished I would be glad to get it from you...
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-04, 03:19:26
Zitat von: speedy
:lol:  :lol:  :lol:  :lol:
very funny....
yes....

okay,
I should help you understand what's going on here...

I will make a post which shall include the most frequently asked questions about warzone.

Then Botman answered:
Zitat
Du kannst ja noch die ganzen Probleme aus einem englischen FAQ mit hinzufügen.
Halt einfach übersetzen, aber ich denke, das kannst du super

that is: You can put in all the questions from (the) english FAQ(s) and then translate them.

But I don't know of any english FAQs...
so I ask what english FAQs he mean..

His answer:
Zitat
Hmmm ... da gibts eigentlich viele.
Aber frag mich nicht wo!
Vielleicht auf irgendeiner Seite oder so -> offizielle englische WarZone2100-Seite vielleicht?!? Ich weiß es selber nicht so genau.
Ich dachte vielleicht da gibt es eins  
Naja egal ... dann denk dir ein paar Fragen, Antworten und Lösungen noch aus

That is: There's many but I don't know where. Could be on the official english warzone site? I don't know anymore. But you (he means me  :wink: ) could think of some more Questions and answers...

 :lol:  :lol:  :lol:
so a very funny translation you got *haha*

but you are talking of making a FAQ of your own...
I'm interested...
 :)

When it's finished I would be glad to get it from you...



=============================================

all you have to do is go here - and from the looks of it - it may never be finished - because i keep getting questions that havwe never come up before - and if they have nobody thought to write them down - which is why i started the tutorials site...

http://members.shaw.ca/kgmetcalfe/
Titel: faqs, ai scripting and other tech questions
Beitrag von: Botti am 2003-08-04, 10:22:26
Ohhh ... hehe ... you missunderstand me :?

Speedy would like to make an german FAQ and we such some questions and problems!

You can list some questions here. :wink:

But the translator is a little better or?

You can it write down in english no problem :wink:

Greetings
  BotmanGT
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-04, 18:58:25
Zitat von: BotmanGT
Ohhh ... hehe ... you missunderstand me :?

Speedy would like to make an german FAQ and we such some questions and problems!

You can list some questions here. :wink:

But the translator is a little better or?

You can it write down in english no problem :wink:

Greetings
  BotmanGT

============================================
i think auto translators have a long way to go  - sorry - i was looking froward to being able to post in german - oh well thats life.  will post in english untill i learn german.
=============================================

as i said  - i have a good start on questions and answers - but with new people always discovering warzone in one way or another - there is always going to be a question that has not been answered - i have been busy trying to keep the faq / tutorials up to date - if you visit - you will see that there is a lot of data there - i know it is not in german - but translation should not be that hard - speedy seems to have a good grasp of what is being asked / said  from both sides - hmmmm speedy how busy are you right now . . .  we go one step at a time and maybe have the site also in german - you up to the challenge of translating... :)
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-05, 12:28:18
@lav_coyote:

wow !!
a very well done compilation of FAQs and HowTo's !!

I shall translate these papers ?  :lol: (if my old teacher could hear that...)
But now I'm a programmer and software developer and time is one of these things I DONT HAVE ANYMORE...  :cry:
But on demand I can help translating some portions of it, for sure!
give me the important ones, and I try to make it understandable for us germans...  :wink:
____________________________________________________________

@for those germans don't understanding english very well (like me  :lol:  :lol: ):

wow! (glaube das hat fast jeder verstehen können  :wink: )
Eine sehr gute Zusammenstellung von FAQs und HowTo's !!

Ich soll diese übersetzen ?  :lol: (wenn das mein alter Lehrer hören könnte...)
Ich bin jetzt aber ein Programmierer und Softwareentwickler, und Zeit ist eines der Dinge, die ich NICHT MEHR HABE...  :cry:
Aber auf Aufforderung kann ich sicherlich einige Teile daraus übersetzen!
Gib mir die wichtigsten daraus, und ich versuche sie für uns Deutsche verstehbar zu machen...  :wink:

PS: Das gilt insbesondere für unsere MAP-MAKING- und PIE SLICER- Tutorial-Schreiber!!
Braucht ihr eine Übersetzung davon, sagt's mir!!
Ich denke hier wäre eine gute Zusammenarbeit vorteilhaft!!
____________________________________________________________

@lav_coyote (btw very nice nick  :wink: )

We like to have a good cooperation between our site (and the members) and you and would appreciate that very much!

btw. three other things: on your page where you .html]discuss the Warzone Starter (http://members.shaw.ca/kgmetcalfe/wzstarterguide/WZSuserguide[2) it seems you have an updated version of it (I haven't the tab 'Make AI file...' - or I haven't noticed it yet  :lol: - or papa lazarou who wrote it), can you give me the version number of it ? (and a download link.. pleasssseee...  :wink: )
on the next page (using A.I. (http://members.shaw.ca/kgmetcalfe/using_A_I_by_papa_lazarou.html)) you wrote that these AIs are only compatible with 1.10 (that means in particular NOT 1.11 and NOT 1.12). That's right for sure, but I have updated the WaterAI and the TurtleAI to work both single or together with 1.11. These updated AIs are in my AIBoost-Package with furthermore boosting or without them. Only wanted to mention.
Do you know of any new version of WZCK from Strata ? (and a download link pleasssseee  :wink: )
thanx!

edit: the first link does not show right up in this text because of Limitations of bbcode I think. please take this instead: http://members.shaw.ca/kgmetcalfe/wzstarterguide/WZSuserguide[2].html
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-05, 16:26:16
Zitat von: speedy
@lav_coyote:

wow !!
a very well done compilation of FAQs and HowTo's !!

I shall translate these papers ?  :lol: (if my old teacher could hear that...)
But now I'm a programmer and software developer and time is one of these things I DONT HAVE ANYMORE...  :cry:
But on demand I can help translating some portions of it, for sure!
give me the important ones, and I try to make it understandable for us germans...  :wink:
____________________________________________________________

@for those germans don't understanding english very well (like me  :lol:  :lol: ):

wow! (glaube das hat fast jeder verstehen können  :wink: )
Eine sehr gute Zusammenstellung von FAQs und HowTo's !!

Ich soll diese übersetzen ?  :lol: (wenn das mein alter Lehrer hören könnte...)
Ich bin jetzt aber ein Programmierer und Softwareentwickler, und Zeit ist eines der Dinge, die ich NICHT MEHR HABE...  :cry:
Aber auf Aufforderung kann ich sicherlich einige Teile daraus übersetzen!
Gib mir die wichtigsten daraus, und ich versuche sie für uns Deutsche verstehbar zu machen...  :wink:

PS: Das gilt insbesondere für unsere MAP-MAKING- und PIE SLICER- Tutorial-Schreiber!!
Braucht ihr eine Übersetzung davon, sagt's mir!!
Ich denke hier wäre eine gute Zusammenarbeit vorteilhaft!!
____________________________________________________________

@lav_coyote (btw very nice nick  :wink: )

We like to have a good cooperation between our site (and the members) and you and would appreciate that very much!

btw. three other things: on your page where you .html]discuss the Warzone Starter (http://members.shaw.ca/kgmetcalfe/wzstarterguide/WZSuserguide[2) it seems you have an updated version of it (I haven't the tab 'Make AI file...' - or I haven't noticed it yet  :lol: - or papa lazarou who wrote it), can you give me the version number of it ? (and a download link.. pleasssseee...  :wink: )
on the next page (using A.I. (http://members.shaw.ca/kgmetcalfe/using_A_I_by_papa_lazarou.html)) you wrote that these AIs are only compatible with 1.10 (that means in particular NOT 1.11 and NOT 1.12). That's right for sure, but I have updated the WaterAI and the TurtleAI to work both single or together with 1.11. These updated AIs are in my AIBoost-Package with furthermore boosting or without them. Only wanted to mention.
Do you know of any new version of WZCK from Strata ? (and a download link pleasssseee  :wink: )
thanx!

edit: the first link does not show right up in this text because of Limitations of bbcode I think. please take this instead: http://members.shaw.ca/kgmetcalfe/wzstarterguide/WZSuserguide[2].html



==============================================
http://www.pumpkin-2.co.uk/download.htm

here is the link - but it appears there is a problem - will have to advise the web master - possible links are broken??  not sure . . .  

all the items you requested can be found there - as for the faq / tutorials - it has taken a year to round them up and place them - started when NEWST was still in service . . . kept asking questions  - then took it upon myself to put them all in one place - instead of spread out over the whole web.  if you have any questions - and this goes for everyone - just ask - i will try my best to answer.  as for translation - i am unable to due to not finding any autotranslator that works 100% - as you know.  see one of the previous posts in this thread... it gives funny stuff... :lol:

as for important ones (questions and answers) - they are all pretty much the same importance - depends on if your new or old to the game...  i really dont know how to answer . . .  but like i said - when a question comes up let me know - we will go from there.


and mayhaps if you have the time to spare - you can have a look at the project i have been working on for over a year now...  

http://groups.msn.com/wz2100mars/_whatsnew.msnw

nothing out of the ordinary - just a few maps - i believe it was BotmanGT that asked where my project was - well the project site has been up for approximately the same amount of time as the tutorials...  i think i started the maps a couple months prior...  

thankyou.
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-05, 16:54:42
oh I see, 130 of WZCK is out... seems I missed something...  :wink:
ok, hope the techtree editor is in there and also 1.12 compatibility mode... let's see...
(btw I know of this site but asked there for a long time of a new version of WZCK but never anybody answered or helped me out... so I thought of you having some "special working-team-only" version(s)... perhaps...  :wink:  8) )
(For example WZStarter ist still in version 1.26 for download - but I have serious trouble with that version (so I still use version 1.212 for that reason))

we don't need ANSWERS we need QUESTIONS  :wink:
(seems the reason of disunderstanding us  :wink: )

we want to make a FAQ with the most commonly asked questions so everybody or nearly 90% can finds answers to their questions just by looking in this special-FAQ-topic

but thanx for any help you'll give!!!  :wink:
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-05, 18:36:42
Zitat von: speedy
oh I see, 130 of WZCK is out... seems I missed something...  :wink:
ok, hope the techtree editor is in there and also 1.12 compatibility mode... let's see...
(btw I know of this site but asked there for a long time of a new version of WZCK but never anybody answered or helped me out... so I thought of you having some "special working-team-only" version(s)... perhaps...  :wink:  8) )
(For example WZStarter ist still in version 1.26 for download - but I have serious trouble with that version (so I still use version 1.212 for that reason))

we don't need ANSWERS we need QUESTIONS  :wink:
(seems the reason of disunderstanding us  :wink: )

we want to make a FAQ with the most commonly asked questions so everybody or nearly 90% can finds answers to their questions just by looking in this special-FAQ-topic

but thanx for any help you'll give!!!  :wink:


===========================================

ok - i will see what i can do for you - most commonly asked questions -  and in regards to the tech tree editor ?  i hope you mean the warzone construction kit (wck) - there is apparently a new version - it is just in the process of being transfered over - i am not sure why there is a delay - unless the webmaster is still having problems with his computer.  ( all the more reason to backup, backup, backup... :lol: )   as in regarding the no answer to your questions on the pumpkin2 site - dunno - if it was prior to the 1.12 release - the only thing i can see happening is your posts were missed - or delayed being answered to due to time - again i dunno.  as for the special working team only thing - not - i am a beta tester - as you know testing things to make sure they work - it is up to the author to release these things when he/she sees fit.  

and for the warzone starter - what problems are you having with it.  again post the problems in the tech help on pumpkin 2 - they cant fix it if they dont know what is wrong.  

i am on msn messenger  - kgmetcalfe@hotmail.com - usually on line when i am not sleeping or working - this week i am working nights ( 11:00 pm to 7:00 am)  :x   - so from about 8:00 to 12:00 noon i try to be online - if you would like to chat about questions etc.  -


=======================================
just adding this to advise you - the squeeky wheel gets the grease - its an old saying - not sure where it originated - what it means is if you dont get an answer with in say 2 or 3 days - ask again.  then again - dont give up asking - some days you have to ask and ask and . . .    which is why i started the tutorials - because i know if i was asking - so were a lot more people.  i looked at your post - that was way back in april  . . .  return and ask again.   :wink:
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-05, 19:10:53
Q:  Wie ich...,  Nehmen Sie einen Schirm, der mit heraus einer Karte 3d geschossen wird?  A:  Benutzen Sie einfach die Taste PrtScrn/SysRq auf Ihrer Tastatur - nachdem dieser Schlüssel niedergedrückt worden ist - verlassen ein Spiel entweder, indem Sie normal beendigen, oder mit dem Fensterfirmenzeichenschlüssel (wenn Sie ihn auf Ihrer Tastatur... haben), zu erschließen MS Farbe oder Ihr Lieblingsgraphikprogramm - rechtes Klicken und die Pastenfunktion wählen - vergessen Sie nicht wie zu speichern (nennen Sie das pic und Verlängerung, die Sie IE benutzen möchten:  jpg/gif/bmp/whatever...)  Jetzt können Sie Text addieren oder das pic erhöhen, um besser anzuzeigen - dann geben Sie bekannt oder fügen Sie Ihrer Ansammlung...

===============================================

this is from the google auto translator - does it make sense?  does it ask the question properly? does it answer the question properly?  

oh - i see you dont have a word in german for whatever...  :)

or did i just put up a bunch of nonsense... :(
Titel: faqs, ai scripting and other tech questions
Beitrag von: Botti am 2003-08-05, 23:48:03
Hmmm ... it cant translate the word "jpg/gif/bmp/whatever" :wink:

You must write this things from each other -> "jpg / gif / bmp / whatever", then it must work :wink:

So hmmm ... this is "very good" :? translated -> :shock:

Okay it is a little to unterstand, but you mustn't translate it to german :wink:

Write it in english -> speedy translate it then.

Greetings
  BotmanGT

P.S.: I've watched Terminater3 in cinema today -> wow !!! 8)
Titel: faqs, ai scripting and other tech questions
Beitrag von: Botti am 2003-08-05, 23:51:33
Ahhh ... I forget to say -> whatever is in german "Was auch immer" :wink:

Greetings
  BotmanGT

P.S.: Now you can german! :shock:
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-06, 01:53:38
:lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:
wegkrach!!! am Boden lieg!!!
 :lol:  :lol:  :lol:  :lol:  :lol:  :lol: :lol:  :lol:  :lol: :lol:

yes, very funny !!!

but I don't understand anything!!!
(so I see your problems understandung us germans when you try to use these full-sentence.translators...)

okay,...
let's see...

Schirm: umbrella ? no. Screen ? ah yes.
"Nehmen sie einen Schirm" ?? Take a screen ??
geschossen... shoot -> ah, screen shot.
sorry, that's nearly absurd !!  :shock:  :shock:  :lol:  :lol:
It should write down something like "How can I take a screen shot of a 3D map ?"
But Thats the sentence You wrote (from your very funny translator):
"Like I..., Take an umbrella, which shoot out a map 3D"
 :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:
very funny..
I think I have to try this very special joker too !!!!
Need some laughings in your business ? Then take Google-Translator !!  :lol:  :lol:

Even better: "Fensterfirmenzeichenschlüssel"
What the hell is that ??  :shock:  :shock:
Window company symbol key - ah yes, now I understand... no no no... very bad...

"Pastenfunktion" !!!!!!
cool !!!  8)  8)
 :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:

ich krach echt noch weg hier!! das ist ja voll der hammer !!!!!

"nennen Sie das pic und Verlängerung"  :lol:  :lol:  :lol:  :lol:

sorry lav, but this is too funny !!!

really, when I'm not laughing... understanding these sentences is neary impossible...  :wink:

Also ehrlich Jungs, habt ihr da irgendwas daraus entschlüsseln können ?? (ausser dass hier irgendwer verzweifelt versucht mit allerletzten Mitteln dem Wahnsinn nahe ein Screenshot zu speichern...)

Moment, jetzt les ich das erst: Botman, du hast das VERSTANDEN ???

@lav: it's really better you write in english, because this kind of german is like speaking japanese...
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-06, 02:33:41
I have to cool down a little bit.
That is too funny.... !!!!

okay.

the techtree editor. yes of course I mean the wzck program. I'm anxious to get this thing in my hand...  :wink:

My WZStarter problems... oh, wait, let's see, I think I have to try it out again, but I think is has to do with the ini- or config file which will be generated by it. That means, allways when I (re)start this program it can't read his own config file and (because of this) wants to create a new one (means asks for my name, AI settings default and such things...)
But the program has this behavior all the time - very frustrating...

yes that's true, I wasn't there for a long time. I've given it up a little bit...

But again, thanx for your help!!
But now I'm gonna sleep, it's past half past two in the morning... uh...

an die deutschsprechenden: wenn ich lav was antworte, soll ich das übersetzen ?? oder ist das so verständlich ??
naja, erstmal gute Nacht!!
Titel: faqs, ai scripting and other tech questions
Beitrag von: Botti am 2003-08-06, 08:50:56
Gut hast mich erwischt speedy, ich hab nichts verstanden :oops:
Ich wollte ihn nur nicht falsche Hoffnungen machen :o

Coyote, the best is you translate one word :wink:
And then the next word, etc.

I think it translate better :|

Greetings
  BotmanGT
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-06, 17:43:28
Zitat von: BotmanGT
Gut hast mich erwischt speedy, ich hab nichts verstanden :oops:
Ich wollte ihn nur nicht falsche Hoffnungen machen :o

Coyote, the best is you translate one word :wink:
And then the next word, etc.

I think it translate better :|

Greetings
  BotmanGT


==========================================

 :lol:  yes - i thought as much - i also had a good laugh reading your comments - brightened my day...   and i will post in english - speedy will have to translate - oh - by the way - you do have a german resource on the warzone cd - at least i have on mine -  in the readme section on disk 1. there is a lot of information there that i think people miss - or dont bother with... also in the uk readme - the us and others are missing items for some reason...  anyways - hope you had a great sleep speedy...sounds like you need it. chat later.

==============================================
10:38 - august6/2003 - edmonton local time - just checked the dowloads area of the pumpkin2 site - from the looks of it - what you are after is now up.
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-07, 11:07:35
hi,
think I have to check this Warzone-CD1 again...
thanx, my sleep was *really* neccessary  :wink:
Do you have ICQ ?
I'm downloading these files now, thanx for the info!

to our germans:
soll ich nun übersetzen oder nicht ?? Ich versteh das alles was Lav sagt, aber *exakt* übersetzen ist doch etwas *mehr* Arbeit...
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-07, 15:13:38
@lav_coyote
some other questions:
also I haven't much time to read all your impressive faqs, ideas and comments... I found some interesting papers about AI...
Has someone written such an AI ?? Never heard about it...
I don't think all of these ideas CAN be implement in the script language warzone supports. But I have to say I don't know all about the possibilities of this language!
Btw, do you (or other guys at pumpkin-2) plan to integrate such an AI for 1.12 final ? (or to "update" the WaterAI or TurtleAI ?)
Because for AIBoost2.0 I want to have it compatible with the final 1.12 release AND want to have the WaterAI and TurtleAI still in it. So finally someone has to make it. And if nobody cries - I will do it.
What do you think about it?
btw. - never tested it - can you take more AIs (like the SuperAI and the GhengisAI) within WZStarter - means does WZStarter recognizes that there are more choices for the AI AND makes them selectable in his AI-tab ? (so I haven't to modify these AIs for AIBoost but can double the number of AIs and have the second ones the boosted ones...)

PS. sollte das jemand nicht verstehen aber verstehen wollen, einfach posten, werde das dann übersetzen...
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-07, 16:41:07
Zitat von: speedy
@lav_coyote
some other questions:
also I haven't much time to read all your impressive faqs, ideas and comments...

in regards to the faq's / ideas / comments - not all are mine - and i have given credit to the author of that item  - all i do is collect and post on the site - now if i have an idea - i will give myself credit for that idea.  if you give me a faq on something - you will receive the credit for writing that item. just making sure you understand that all the items on the site are not MINE but placed there as a resource with the permission of the author.

I found some interesting papers about AI...
Has someone written such an AI ?? Never heard about it...


which ai are you speaking of - if it is the ideas that were being discussed - no one has attempted to do that ai as of yet - it is just a discussion at this point - if it gives you an idea for an ai - then it has accomplished the task to expanding wz2100.  
I don't think all of these ideas CAN be implement in the script language warzone supports. But I have to say I don't know all about the possibilities of this language!

Btw, do you (or other guys at pumpkin-2) plan to integrate such an AI for 1.12 final ? (or to "update" the WaterAI or TurtleAI ?)
Because for AIBoost2.0 I want to have it compatible with the final 1.12 release AND want to have the WaterAI and TurtleAI still in it. So finally someone has to make it. And if nobody cries - I will do it.

why would anyone cry - if you have the talent to make an A.I. that would be that awesome as to make all that go up against it cringe in fear - then I say DO IT!  DO IT NOW!  please!  and as for compatability - i am not the one to be asking as i have not the faintest idea.  others build - i test - and when i can suggest somethig be changed - then thats what i do - if they listen - good - if they dont listen - oh well on to the next item or task.  i can only do so much in a given day - yes?


What do you think about it?
btw. - never tested it - can you take more AIs (like the SuperAI and the GhengisAI) within WZStarter - means does WZStarter recognizes that there are more choices for the AI AND makes them selectable in his AI-tab ? (so I haven't to modify these AIs for AIBoost but can double the number of AIs and have the second ones the boosted ones...)

now for warzone starter - again you will have to ask strata these questions - as i do not know - i can guess but that wouldnt help you - ask strata - - -  
PS. sollte das jemand nicht verstehen aber verstehen wollen, einfach posten, werde das dann übersetzen...
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-07, 16:46:45
Zitat von: speedy
hi,
think I have to check this Warzone-CD1 again...
thanx, my sleep was *really* neccessary  :wink:
Do you have ICQ ?
I'm downloading these files now, thanx for the info!

to our germans:
soll ich nun übersetzen oder nicht ?? Ich versteh das alles was Lav sagt, aber *exakt* übersetzen ist doch etwas *mehr* Arbeit...



yes i have icq - but not always on - i am on always msn messenger though but if you want - we could arrange a set time to do the icq...

19427427                         is my icq number.
kgmetcalfe@hotmail.com    - msn messenger
kimgmetcalfe                    - on aim
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-07, 17:04:04
Zitat
@lav_coyote
some other questions:
also I haven't much time to read all your impressive faqs, ideas and comments...

in regards to the faq's / ideas / comments - not all are mine - and i have given credit to the author of that item - all i do is collect and post on the site - now if i have an idea - i will give myself credit for that idea. if you give me a faq on something - you will receive the credit for writing that item. just making sure you understand that all the items on the site are not MINE but placed there as a resource with the permission of the author.


yes of course as you see...

@lav_coyote:

wow !!
a very well done compilation of FAQs and HowTo's !!



I've spoken of these ideas. But don't think I can implement any of these advanced ideas... but let's see...
And yes, I will do some (more) work for the AI as I've done before making the AIBoost-MOD. But it is with all work done by someone - some like it, others don't. that's life.

Warzone starter isn't from Strata ??!! (I thought...)
but let's see, I think some questions on their board won't hurt anybody  :wink:

msn messanger... sorry don't have that... and... don't want it...  :wink: ... sorry...
so I would prefer ICQ when it's not a problem for ya...
Titel: faqs, ai scripting and other tech questions
Beitrag von: lav_coyote25 am 2003-08-07, 20:50:54
Zitat von: speedy
Zitat
@lav_coyote
some other questions:
also I haven't much time to read all your impressive faqs, ideas and comments...

in regards to the faq's / ideas / comments - not all are mine - and i have given credit to the author of that item - all i do is collect and post on the site - now if i have an idea - i will give myself credit for that idea. if you give me a faq on something - you will receive the credit for writing that item. just making sure you understand that all the items on the site are not MINE but placed there as a resource with the permission of the author.


yes of course as you see...

@lav_coyote:

wow !!
a very well done compilation of FAQs and HowTo's !!


the only reason i wanted to clarify this is some may think i am taking their ideas and calling them my own - which is not the case - ever.  if an idea is mine then i label it as such - if it belongs to you then the credit goes to you.  somebody once mentioned that they were angry about something they saw on a site - they didnt mention any names but - well i took it the wrong way??  dunno.  


I've spoken of these ideas. But don't think I can implement any of these advanced ideas... but let's see...
And yes, I will do some (more) work for the AI as I've done before making the AIBoost-MOD. But it is with all work done by someone - some like it, others don't. that's life.

Warzone starter isn't from Strata ??!! (I thought...)
but let's see, I think some questions on their board won't hurt anybody  :wink:

msn messanger... sorry don't have that... and... don't want it...  :wink: ... sorry...
so I would prefer ICQ when it's not a problem for ya...


i will be possibly on friday am - i have some errands to run first after getting home - then a little sleep (maybe - doubtfull but ya never know) friday night i will have it on if i can get my brain working...  saturday i have some errands to run in the am  but most of saturday i will try to have it up.  sunday as well - monday i start my vacation - the west coast of canada - sechelt b.c. - beautifull mountains and ocean - maybe chat via email that way... we will see.
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-08, 11:03:45
hm. that's a little bit bad...
this weekend my grandparents have wedding anniversary and I'll drivin' home for that. So I will be back Sunday in the evening at the earliest... (and to then I don't have any web access!)

but emailing when you at holiday/vacation..., for sure, no problem.

I've testet 130 with my mod - it crashed  :cry:

But the research editor.... wonderful  8)
do ya know how much *new* research topics can be brought in ??
and - how much buildings can be seen in the building window (of the constructors) (reason: some weapon emplacement are *replaced* by others when discoved through research - I will cut this, means leave some of these emplacements still in there...

btw have a nice vacation  :wink:
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-15, 04:23:30
Zitat von: speedy
hm. that's a little bit bad...
this weekend my grandparents have wedding anniversary and I'll drivin' home for that. So I will be back Sunday in the evening at the earliest... (and to then I don't have any web access!)

but emailing when you at holiday/vacation..., for sure, no problem.

I've testet 130 with my mod - it crashed  :cry:

But the research editor.... wonderful  8)
do ya know how much *new* research topics can be brought in ??
and - how much buildings can be seen in the building window (of the constructors) (reason: some weapon emplacement are *replaced* by others when discoved through research - I will cut this, means leave some of these emplacements still in there...

btw have a nice vacation  :wink:

One of the major problems we had making 1.12 was warzone's internal limits on research topics.  it was very hard to add anything without removing essential topics.

The number of structures is limited only by the number of tabs that are shown in the game.  the replacements are part of the research data

are you planning to base your work on 1.12?  if you are, you must import the data files into wzck to effectively chnge the standard to 1.12 (which strata hasn't made yet).  This is possible only using the debug switch for wzck, which is -imacheatingscalleywagger.  This is different from the switch for warzone, primarily because strata has problems with spelling ;)

You may also want to look at the gui program I made for makewdg.  the main feature you would use it for is compressing wdg files.  it also has something for name recovery when used with a (nonexistant so far) new version of wdg explorer.  Strata made the compression routine.  There is a description here (http://members.shaw.ca/kgmetcalfe/advanced%20utility.html) on coyote's tutorial site, and it can be downloaded from my web page (see below)

I wonder what the auto-translator would have to say about that.  it's best I don't even try :hmm:
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-15, 14:10:22
hi Kevin!
nice to see some more guys from Pumkin-2 here  :D

The problem with the replacements... solved (only wanted the mini pod rocket arty and the ripple rocket battery still in there because these two weapons was made stronger for the players...)
Also I've added two more structures in: the nuke and the reactor. Last game play tests worked fine, so I should be under the limits  :wink:

for wzck:

there's a problem in the sensor window. I've made changes to the wide spectrum sensor with wzck 105b (yes very old, but it was STABLE for me  :wink: ) imported it in 130 but nor this window crashes all the time...  :cry:

the next problem in wzck: the research data with are made with wzck are not in the right place, that means directory, it differs from the appropriate .wrf-file-info (have forgotten the exact name of the file...)
not a problem for me, but it should be solved sometime...

I want to add more unit templates to the mod. It seems wzck doesn't handle NEW templates as it does with research topics for example.
That's not a problem for me because I take the output of wzck, add my other stuff to it per own made programs and compile it again with the makewdg program.
Yes I noticed your shell program it seems a great addon to the dos command shell program for me, but I had made my own "shell" for a long time now and still using it  :wink:

and for 1.12 compatibility... I hope Strata will make an update of his proggie which includes a compatibility-switch with 1.12 like he did with 1.11. I think it's not so easy to reassemble all the now different wrf's on my own to make it compatible...

Zitat
This is possible only using the debug switch for wzck, which is -imacheatingscalleywagger. This is different from the switch for warzone, primarily because strata has problems with spelling


 :lol:  :lol:  :lol: yes I've heard it... (as I was on the newst-forums long time ago...)  :lol:  :lol:  :lol:

and yes DON'T TAKE THAT AUTO-TRANSLATOR besides you want us to  break down laughing...  :lol:  :lol:  :lol:
(dont know if that was spelled right, I meant something like underlieing the table and cannot stop laughing... - my english isn't very well at all...)
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-16, 02:30:06
Zitat von: speedy
Also I've added two more structures in: the nuke and the reactor.
Reactor?  did you do a reactor with scripting to add power or something else?
Zitat

for wzck:

there's a problem in the sensor window. I've made changes to the wide spectrum sensor with wzck 105b (yes very old, but it was STABLE for me  :wink: ) imported it in 130 but nor this window crashes all the time...  :cry:
That is a problem, and most likely a bug in the program.  please post up the wew file and i'll pass it along to stratadrake.  he may also be able to get the data out and write it in the new format.
Zitat

the next problem in wzck: the research data with are made with wzck are not in the right place, that means directory, it differs from the appropriate .wrf-file-info (have forgotten the exact name of the file...)
not a problem for me, but it should be solved sometime...
I'm not sure exactly why he did this, but he also changed the generated wrf files so it all matches.  Directory names are not actually compiled into the wdg, they are only used for organization
Zitat

I want to add more unit templates to the mod. It seems wzck doesn't handle NEW templates as it does with research topics for example.
That's not a problem for me because I take the output of wzck, add my other stuff to it per own made programs and compile it again with the makewdg program.
you should be able to add new unit templates the same as anything else.  i'll check this out as soon as I get wzck working on this computer (mine isn't working :cry:), and also pass it on to strata.
Zitat

Yes I noticed your shell program it seems a great addon to the dos command shell program for me, but I had made my own "shell" for a long time now and still using it  :wink:
does yours do compression and automatic re-compilling?  in any case, will you give it to me?  I can give you the compression routine in a good form if you want to use it in your own project
Zitat

and for 1.12 compatibility... I hope Strata will make an update of his proggie which includes a compatibility-switch with 1.12 like he did with 1.11. I think it's not so easy to reassemble all the now different wrf's on my own to make it compatible...
agreed.  it will probably be after the final release of 1.12, though
Zitat

Zitat
This is possible only using the debug switch for wzck, which is -imacheatingscalleywagger. This is different from the switch for warzone, primarily because strata has problems with spelling


 :lol:  :lol:  :lol: yes I've heard it... (as I was on the newst-forums long time ago...)  :lol:  :lol:  :lol:
as speedy?  I probably wouldn't remember, but I might.
Zitat

and yes DON'T TAKE THAT AUTO-TRANSLATOR besides you want us to  break down laughing...  :lol:  :lol:  :lol:
(dont know if that was spelled right, I meant something like underlieing the table and cannot stop laughing... - my english isn't very well at all...)
I can read it ok.  it's not spelling that's a problem, it's the strange grammer.
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-16, 04:25:28
The Reactor.
Yes I did it with scripting in the AI-Files. Easy:

event givehelp(every, 17)
{
   if( (player == selectedPlayer) or (not myResponsibility(player)) )
   {
      count = 0;
      initEnumStruct(FALSE,powGen,player,player);
      structure= enumStruct();
      while(structure != NULLOBJECT)
      {
         if( (structureComplete(structure)) and (testStructureModule(player, structure, 0)) )
         {
            count = count + 1; addPower(1, player);
         }
         structure = enumStruct();
      }
     
      count2 = 0;
      initEnumStruct(FALSE,reactor,player,player);
      structure= enumStruct();
      while(structure != NULLOBJECT)
      {
         if(structureComplete(structure))
         {
            count2 = count2 + 1;
            addPower(50, player);
         }
         structure= enumStruct();
      }
     
      if( playerPower(player) > (3000 * count)+(30000 * count2)+10000 )
      {
         setPowerLevel((3000 * count)+(30000 * count2)+10000, player);
      }
   }
   else
   ...

the first block (count=0...) adds for every upgraded power generator a +1 to the player's "money".
the second block (count2=0...) adds for every build reactor +50 to the player.
And the last block limits the maximum "money" a player can have.
very easy thing.

------------------------------------------

my wdg ? okay, no problem, thanx, I will send it to you (even if Strata isn't very happy seeing my mod  :wink: )

------------------------------------------

the wrf-problem. yes for sure the directory names are not required for the wdg, but the finished wdg crashed my warzone until i changed the appropriate directory names... don't know why, perhaps you can see it when you get my mod...

------------------------------------------

wdg compression ? no, doesn't even know that's possible... (until I've read it on lav_coyote's website...)
you want my shell ??  :lol:  :lol:  :lol: it's a dos batch  :lol:  :lol:  :lol: don't think you really want it...  :wink: But it's working for me as I'm doing some more things with it...

------------------------------------------

newst forums... yes I was there as speedy (or speedyR or speedy46 because sometimes the name isn't available for me...)

------------------------------------------

Zitat
I can read it ok. it's not spelling that's a problem, it's the strange grammer.


ups. strange grammar. grammar?? I've heard that word somewhere...  :lol:  :lol: but what does it mean  :lol:  :lol:  :lol:  :lol:
okay, just joking. Can you tell me where I was doing mistakes ?
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-16, 04:58:43
you can add the script directly to the wdg file if you declare it in stats.wrf.  then you can also have a script file just for it, and it's independent of the ai files :)

I made a reactor script also.  It is much shorter than yours but doesn't do as much ;).  Strata also made a power cap script, but his was a progressively increasing rate cap (it's in 1.12, maybe)

send the wew file, the one for wzck.  not the wdg, I already have that of course.

yes, I still want your shell, whatever it is.

if you want a feature added to my program, I will add it for you.

as for the grammer, It is still very readable (you are better than some on our own board), but as you asked I will re-write your message with the proper grammer.
I will write it as I would, and note problems

Zitat
The Reactor.
Yes I did it with scripting in the AI-Files. Easy[not a sentence, who cares]:
[code seems to be perfect, your pseudo c/java modified hybrid script talking is just fine :p]
the first block (count=0...) adds a +1 to the player's "money" for every upgraded power generator. [this was technically correct, a little awkward]
the second block (count2=0...) adds for +50 to the player's power for every complete reactor [only problem build->complete]
And the last block limits the maximum "money" a player can have, a very easy thing to do.

------------------------------------------

[You want] my wdg ? okay, no problem, thanks, I will send it to you (even if Strata isn't very happy at seeing my mod) [was that wrong? maybe, only a teacher of english would notice :)]

------------------------------------------

As for the wrf-problem. yes, I know the directory names are not required for the wdg, but the finished wdg crashed warzone until I changed the appropriate directory names... I don't know why, perhaps you can see it when you get my mod... [more little things]

------------------------------------------

wdg compression ? no, I didn't even know that was possible... (until I read it on lav_coyote's website...)
you want my shell ??    it's a dos batch. I don't think you really want it...  But it's working for me as I'm doing some more things with it...

------------------------------------------

newst forums... yes I was there as speedy (or speedyR or speedy46 because sometimes the name wasn't available for me...)

------------------------------------------

Quote:
I can read it ok. it's not spelling that's a problem, it's the strange grammer.
 


ups[what is this word]. strange grammar. grammar?? I've heard that word somewhere...   but what does it mean?
okay, I'm just joking. Can you tell me where I was making mistakes ?
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-16, 05:11:28
For reference, from previous post.

my nuclear reactor script
event nuclearReactor(every, 10)
{
 playnum=0;
 while (playnum < multiPlayerMaxPlayers)
 {
  initEnumStruct(FALSE,nucReactor,playnum,playnum);
  structure = enumStruct();
  while(structure != NULLOBJECT)
  {
   if(structureComplete(structure))
   {
    addPower(4,playnum);
   }
   structure = enumStruct();
  }
  playnum=playnum+1;
 }
}


strata's "soft" power cap, this is from the source of 1.12 build 7-1
PowerCap.slo:
/* Power Cap script.  (C) TWZ, 2001-03
 *
 * This script assigns a "soft" limit to how much power
 * the player can store in their reserves.  Excess power
 * gradually dissipates.
 *
 * This results in a power limit based upon how much power
 * the player generates per second.  It is related as follows:
 *
 *   (limit) = startCap + (genRate) * capRate
 *
 *   (genRate) = ((limit) - startCap) / capRate
 *
 * where genRate is the player's power generator output per second.
 *
 * See the matching VLO file for the actual values.
 *
 * */

private INT startCap, capRate;
private INT power, num;

event CapMe(every, 11)
{
  power = playerPower(selectedPlayer);

  if (power > startCap)
  {
    if (capRate > 0)
    {
      num = (power - startCap) / capRate;
      setPowerLevel(power - num, selectedPlayer);
    }
  }
}


while were at it (it is public after all), look at the way the active mines are stored.  this is done because of some very pesky and pervasive multiplayer issues.
LandMine.slo:
/* ************************** */
/*                            */
/*     Warzone Land Mines     */
/*   (c) 2002-3, Strata/TWZ   */
/*                            */
/* ************************** */

// Static variables defined in the VLO
private FEATURESTAT Mine;
private STRUCTURESTAT BuildMine[8];
private WEAPON Explosion[8];
private WEAPON Fizzle, Blip;
private BODY Miner[2];

// Used for tweaking and debugging
private  INT  setRange, actRange;
private  INT  debug;

// Temporary script variables
private  INT  player;
private  INT  count;
private  INT  temp, tempp;
private  BOOL  NotReady;
private  STRUCTURE strucMine;
private  FEATURE testMine;
private  DROID target;

event CheckMines(every, 10)
{
// Scan all active landmines.  Detonate if necessary.


// Must do this to all players, for MP compatibility
player = 0;
while (player < 8)
{
  if (debug > 0) {setPowerLevel(1000,player);}
  initGetFeature(Mine, player, selectedPlayer);
  testMine = getFeature(selectedPlayer);
  while (testMine != NULLOBJECT)
  {
    // Retrieve type & player info from the mine
    temp = testMine.health / 10;
    tempp = testMine.health - 10 * temp;

    // The player can see their own mines only.
    if (tempp > 4)
      {fireWeaponAtLoc(Blip, testMine.x, testMine.y);}

    if (debug > 0) {setPowerLevel(1200,player);}

    target = droidTargetInArea(player, player, (testMine.x - actRange), (testMine.y - actRange), (testMine.x + actRange), (testMine.y + actRange));
    if (target != NULLOBJECT)
    {
      if (debug > 0) {setPowerLevel(1300,player);}

      // Rule 1: Only ground units may detonate land mines.
      // (Also note that the mine layer borg does not "trip" them ;) )
      if ((target.z < testMine.z + 96) and (target.body != Miner[0]))
      {
        if (debug > 0) {setPowerLevel(2000+100*temp,player);}

        // Make sure only a mine can go boom.
        if (temp < 8)
        {
          if (target.body == Miner[1])
          {
            if (debug > 0) {setPowerLevel(7770,player);}
            // Mine Sweeper 'borg gets lucky!
            fireWeaponAtObj(Fizzle, testMine);
          }
          else
          {
            if (debug > 0) {setPowerLevel(6660,player);}
            // Anyone else, well... >B}
            fireWeaponAtObj(Explosion[temp], target);
          }
          destroyFeature(testMine);
        }
      }
    }
    testMine = getFeature(selectedPlayer);
  }
  player = player + 1;
}



// Activate newly set mines when the owner is at a "safe" distance
//
// Again, this must be done for all players to be MP compatible
player = 0;
while (player < 8)
{
  count = 0;
  while (count < 8)
  {
    initEnumStruct(FALSE, BuildMine[count], player, player);
    strucMine= enumStruct();
    while (strucMine!= NULLOBJECT)
    {
      if (structureComplete(strucMine))
      {
        NotReady = droidInRange(player, strucMine.x, strucMine.y, setRange);

        if (NotReady)
        {
          target = droidTargetInArea(player, player, (strucMine.x - actRange), (strucMine.y - actRange), (strucMine.x + actRange), (strucMine.y + actRange));
          if (target != NULLOBJECT)
          {
// Mine layer droids can activate their own mines
            if (target.body == Miner[0]) { NotReady= FALSE; }
          }
        }

        if (NotReady== FALSE)
        {
          testMine = addFeature(Mine, strucMine.x, strucMine.y);

          // Encode the mine's type into the feature's health stat

          // *** NOTE! *** Mine must not be declared indestructible via WZCK //

          if (player == selectedPlayer)
            {temp = 10 * count + 8;}
          else
            {temp = 10 * count + 3;}

          forceDamageObject(testMine, temp);
          destroyStructure(strucMine);
        }
      }
      strucMine = enumStruct();
    }
    count = count + 1;
  }
  player = player + 1;
}

}
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-16, 05:14:48
Zitat
you can add the script directly to the wdg file if you declare it in stats.wrf. then you can also have a script file just for it, and it's independent of the ai files


That's interesting... how do i do it ?
The wrong question. I make a file let's say 'boostingMoney.txt' with these procedure (givehelp(blahblah) { blahblah }). Is THIS ENOUGH for that file ?? (Can't think so...)
And when I include this in my mod (reference it in stats.wrf) ALL AIs would include it automaticly ? nice.  :)

an increasing rate ? sounds nice. by time ? (easy) or by research ? (don't know how...)

(I think I should take a more closely look at your proggie...  :wink: )
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-16, 05:19:42
ups.

seen your new message AFTER I had answered your last...


(btw. ups means something like  :shock:  :shock:  :shock: )

for me it's about half past five in the morning now ... can't go through the code now... see my signature... banging my head ??? that's like I'm feeling in the moment  :wink: but anyway... thanx very much!!! I will read it again tomorrow, uh... today...

 :wink:
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-16, 05:31:43
Zitat von: speedy
Zitat
you can add the script directly to the wdg file if you declare it in stats.wrf. then you can also have a script file just for it, and it's independent of the ai files


That's interesting... how do i do it ?
The wrong question. I make a file let's say 'boostingMoney.txt' with these procedure (givehelp(blahblah) { blahblah }). Is THIS ENOUGH for that file ?? (Can't think so...)
And when I include this in my mod (reference it in stats.wrf) ALL AIs would include it automaticly ? nice.  :)

an increasing rate ? sounds nice. by time ? (easy) or by research ? (don't know how...)

(I think I should take a more closely look at your proggie...  :wink: )

for scripts, the basics are this:

you don't have to use the name "mod" obviously.
in stats.wrf (usually) add a linr for the .slo and .vlo file, like this:
the 2 files added are mod.slo and mod.vlo, to the stats folder.
directory  "messages/strings"
file        STR_RES     "Names.txt"

directory  "stats"
file        SWEAPON     "Weapons.txt"
file        SBODY       "Body.txt"
file        SBRAIN      "Brain.txt"
file        SPROP       "Propulsion.txt"
file        SSENSOR     "Sensor.txt"
file        SECM        "ECM.txt"
file        SREPAIR     "Repair.txt"
file        SCONSTR     "Construction.txt"
file        SPROPTYPES  "PropulsionType.txt"
file        SPROPSND    "PropulsionSounds.txt"
file        STERRTABLE  "TerrainTable.txt"
file        SSPECABIL   "SpecialAbility.txt"
file        SBPIMD      "BodyPropulsionIMD.txt"
file        SWEAPSND    "WeaponSounds.txt"
file        SWEAPMOD    "WeaponModifier.txt"
file        STEMPL      "Templates.txt"
file        STEMPWEAP   "assignWeapons.txt"
file        SFUNC       "Functions.txt"
file        SSTRUCT     "Structures.txt"
file        SSTRFUNC    "StructureFunctions.txt"
file        SSTRWEAP    "StructureWeapons.txt"
file        SSTRMOD     "StructureModifier.txt"
file        SFEAT       "Features.txt"

file        SCRIPT      "Mod.slo"
file        SCRIPTVAL   "Mod.vlo"

directory   "messages"
file        SMSG        "messages.txt"
file        SMSG        "ResMessages1.txt"
file        SMSG        "ResMessages12.txt"
file        SMSG        "ResMessages2.txt"
file        SMSG        "ResMessages23.txt"
file        SMSG        "ResMessages3.txt"
file        SMSG        "ResMessagesAll.txt"

then for the script files, the basic format is this:

mod.slo:

//Mod.slo    //all comments are OPTIONAl, this is how I do it
/*by Kevin Malec 2003
this is a script that does nothing
*/

//at the beginning of the file (here) are the variable declarations.  see scriptLang.wrf for more info on the script language

private INT playnum;

event nameOfEvent(trigger)
{
   //event code
}

event sampleEvent(every, 10)
{
   while(playnum<7)
   {
      addPower(10,playnum);
   }
}


basic vlo file:
mod.vlo (from one of my mods, none the less):

//Mod.vlo
script "Mod.slo"
run
{
  gate  STRUCTURESTAT  "CollectiveWall"
}


that is for this mod, if you put the above with this, you will have a working mod.  can you tell what it does?  a word of warning, this mod is in the beta stage (can you tell?)
//Mod.slo
/* by Kevin Malec 2003
logical assistance from Goth Zagog-Thou
/* func info
BOOL droidInRange(PLAYER, X,Y,RANGE) wrld units (128/tile)
initEnumStruct(leavefalse,STRUCTURESTAT,player,player2) p1-looking p2-has struct
STRUCTURE enumStruct()
destroyStructure(STRUCTURE)
STRUCTURE addStructure( STRUCTURESTAT, PLAYER, X, Y )
bool structureComplete(structure)
*/

private  STRUCTURESTAT  gate;

private INT a;
private INT b;
private STRUCTURE struct;
private BOOL gatesopen[20];
private INT gatesx[20];
private INT gatesy[20];
//private INT gatesbp[20];
private INT numgates; //20 for now
private INT playnum;
private INT gatesPlayer[20];

event AutoEnable(CALL_GAMEINIT)
{
   enableStructure(gate, selectedPlayer);
}

event gateCode(every, 10)
{
 playnum=0;
 //while (playnum < multiPlayerMaxPlayers)
 while (playnum < 7)
 {
 
  addPower(5,playnum); //remove this line, testing only
  numgates=20; //this is a diminutive limit, increase it sometime
 
  //gate opening code
 
  initEnumStruct(FALSE,gate,playnum,playnum);
  struct=enumStruct();
  while(struct != NULLOBJECT)
  {
   if(structureComplete(struct) and droidInRange(playnum,struct.x,struct.y,2*128))
   {
    a=0;while(a<numgates){if(not(gatesopen[a])){b=a;}a=a+1;} // find free gate var
   
    gatesPlayer[b]=playnum;
    gatesx[b]=struct.x;
    gatesy[b]=struct.y;
    gatesopen[b]=TRUE;
    destroyStructure(struct);
   }
   struct=enumStruct();
  }
 
  //gate closing code
 
  a=0;
  while(a<numgates)
  {
   if(gatesopen[a] and (gatesPlayer[a]==playnum) and not(droidInRange(playnum,gatesx[a],gatesy[a],2*128)))
   {
    addStructure(gate,playnum,gatesx[a],gatesy[a]);
    gatesopen[a]=FALSE;
   }
   a=a+1;
  }
  playnum=playnum+1;
 }

} //end gatecode


I just posted strata's cap code

the program is on my listed web site


I just noticed your board has a server-side mail program.  The email I use for this site (this should be obvious) I am willing to give out.  if you put it on a spam list I will stop giving out free code (incentive enough?) as it is, it's public on the other board and I have never recieved a single piece of spam.  the email you should use is kevin @ pumpkin-2.co.uk
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-16, 16:36:30
thanx very much Kevin!

now the generator script is included in the wdg.
the only thing left in the AI-Files is the "money-boost" for the AI.
aiboost1.8beta1 comes with three different "boosts" for the AI:
- the original (not modified by me)
- little boosting(little more money)
- mega cheat (ai has infinite money  :twisted: )
and these are selectable in the WZStarter program so you can put 'unmodified' AIs to your left and 'mega-cheating' AIs to your right for example... (or a better example, when playing with an unexperienced friend, give him not-cheating enemies but the megacheating guys to you...)

please keep helping us and writing here *free* skripts  :P

hm, haven't that time to figure out what your gate-script can do...
but another idea I want to implement in aiboost 2.0:
is it possible to drop units on a given point on the map by scripting ?
(gate... star gate... you understand ??? or stratospere... beamer...)
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-16, 20:55:02
Yes, it is possible to drop units on the map be scripting.
the only problem with a stargate is that the unit's experience is not preserved.  If you don't care about that, you can make a stargate effect by removing the unit and placing an identical unit somewhere else.  you can copy all stats except exparience, because there is no function to get it (although you can set it)
you can't just change the unit's position because there is "no set method" for the x and y properties of a unit.

for the wzck problem:
Zitat
Zitat
I want to add more unit templates to the mod. It seems wzck doesn't handle NEW templates as it does with research topics for example.
That's not a problem for me because I take the output of wzck, add my other stuff to it per own made programs and compile it again with the makewdg program.


In order for a NEW unit template to appear in skirmish, it must be assigned to Group 5 ("Skirmish Player") on the Units Editor.  Scavenger infantry templates are immediately available; Tank-type templates will appear on the player's Design Window; cyborg- and transport- type templates will appear on the factory menu as soon as the cyborg's chassis has been enabled from research.

Zitat
there's a problem in the sensor window. I've made changes to the wide spectrum sensor with wzck 105b (yes very old, but it was STABLE for me ) imported it in 130 but nor this window crashes all the time...


First, what is the EXACT error message reported when WZCK crashes?  (Tell him to always report the exact message -- it actually does help me.  A lot.)  And by all means ship the WEW file my way so I can take a look at it.

Zitat
the next problem in wzck: the research data with are made with wzck are not in the right place, that means directory, it differs from the appropriate .wrf-file-info (have forgotten the exact name of the file...)
not a problem for me, but it should be solved sometime...


That is correct.  I changed the WRF's around primarily to accommodate the "Auto research" setting, which is normally stored outside of the actual WDG's.  This was a move by Pumpkin but it is absurd because the auto-research scripts (i.e., T2 / T3 research-jump scripts) are also stored in the WDG under the names "camtech.slo/vlo", which means that when you run v1.10 or v1.11 Warzone it actually performs the T2/T3 auto-research twice.

One hint (also a workaround) I can give him is always apply the v1.12 rule set when running a WZCK-made research mod.  (Just the ruleset though)

I should point out that the v1.12 rule set is compatible with WZCK research mods whereas the v1.10 ruleset is not.


you did make the units available to the player, right?

major point here is that this version of wzck is designed for the new rule set.
Titel: faqs, ai scripting and other tech questions
Beitrag von: Botti am 2003-08-16, 22:13:12
We want to make Jump-Gates in our MOD "WarZone 2120".

When this goes thats cool, please help us with scripting, Kevin :wink:

Greetings
  BotmanGT
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-17, 02:51:49
Zitat von: BotmanGT
We want to make Jump-Gates in our MOD "WarZone 2120".

When this goes thats cool, please help us with scripting, Kevin :wink:

Greetings
  BotmanGT

I started a project like this a while ago, but there is a piece of scripting missing.  all of the logic is there, though.  I will finish it sometime.

transporter mod (http://www.ticon.net/~ejmalec/warzone/files/transporter.rar)
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-17, 12:05:55
hi again Kevin,

some other questions concerning the research lists:
is it possible to check whether a player has researched a given topic ? (can't see a function for that in the language.wrf...)
(because I hate research topics which names starts with AI ONLY....  :wink:
I want them to be not shown in the research window but be 'researchable' by the AI by scripting them with enableResearch(..) but as the time as they normaly would be 'enabled'...)
 
a next thing: do you think it's possible to define/script a factory-type structure with an exit point to where the newly built units will be transported / beamed ? is it even possible to define any new type of factories ??

one more:
do you think I can get the update1.11-wew file ??  8)
(reason for this request: I want to make AIBoost compatible with 1.10 (and 1.12 too) but want to include some of the 1.11 goodies so they still can be used (like the dual heavy cannon  :wink: ))

thanx!
speedy
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-17, 20:11:45
Zitat von: speedy
hi again Kevin,

some other questions concerning the research lists:
is it possible to check whether a player has researched a given topic ? (can't see a function for that in the language.wrf...)
(because I hate research topics which names starts with AI ONLY....  :wink:
Unfortunately, I don't think so
Zitat

I want them to be not shown in the research window but be 'researchable' by the AI by scripting them with enableResearch(..) but as the time as they normaly would be 'enabled'...)
 
YES, this is possible.  you just make them have inpossible pre-requisites or something.  actually, even easier, remove the pre-requisites
Zitat

a next thing: do you think it's possible to define/script a factory-type structure with an exit point to where the newly built units will be transported / beamed ?
Yes, this could be done through scripting.
Zitat
is it even possible to define any new type of factories ??
you can define new factories, with different build speeds, but they have to build either tanks, cyborgs, or vtols
Zitat

one more:
do you think I can get the update1.11-wew file ??  8)
(reason for this request: I want to make AIBoost compatible with 1.10 (and 1.12 too) but want to include some of the 1.11 goodies so they still can be used (like the dual heavy cannon  :wink: ))
just import the weapons and whatever else you need into a 1.10 mod, one way or another.

the 1.11 update was made by hand, as wzck was not up to the challenge at the time, so I doubt there even is a wew file.
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-17, 20:22:51
Zitat von: Kevin
Zitat von: speedy
hi again Kevin,

some other questions concerning the research lists:
is it possible to check whether a player has researched a given topic ? (can't see a function for that in the language.wrf...)
(because I hate research topics which names starts with AI ONLY....  :wink:
Unfortunately, I don't think so
Zitat

I want them to be not shown in the research window but be 'researchable' by the AI by scripting them with enableResearch(..) but as the time as they normaly would be 'enabled'...)
 
YES, this is possible.  you just make them have inpossible pre-requisites or something.  actually, even easier, remove the pre-requisites


and WHEN does the AI will research them ?
(because THIS is my problem... HOW can I define when the research is enabled for the AI...)
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-17, 20:37:41
Are you online now?  join the warzone2100 channel on gamesnet?

this is how the 1.10 ai does it
event doResearch(doResearchTr)
{
if( (player == selectedPlayer) or (not myResponsibility(player)) )
{
setEventTrigger(doResearch, inactive);
}
else
{
// for every research lab do this..
initEnumStruct(FALSE,resLab,player,player);
structure= enumStruct();
count = 0;
while(structure != NULLOBJECT)
{
skDoResearch(structure,player,0);
structure= enumStruct();
}


}
}
I think doresearch just goes through the list of research topics.  of course, you coulf just do it yourself with the other research functions.
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-17, 21:01:33
yes I'm online now...

your code...
the doResearch tries to go through the research tree, but when you have deaktivated some tech it wont be researched.... at least I thought so...
(edit I've written "du"  :lol: )

???

manual with the research functions...

enableResearch
completeResearch

I know what to do with these, but...
but my problem is I want him to get for example the needle gun when he has finished all normal prerequisites... (asuming needle gun is deaktivated so the player could not research that part of the research tree but the AI would go on researching because all other rail tech is still in the tree...)

So I would say:
if (prerequisites==done) { enableResearch(needleGun); }

but how do I "if (prerequisites==done)" ?
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-18, 01:31:53
If that command does true research, as it says it does, you may be able to use enableresearch to enable the topic, then the ai will research it on it's own.  when it will get to it, I don't know.  some testing is required
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-18, 12:00:28
but any idea anyway ?
I need something which will be true "sometime" then I could enable these techs...
but what is "sometime" ?
-> a time spezification : easy to program but not really cool.
-> a check. this would be perfect! but how ? and what type of check ?
best would be as I've writen the check if some other tech is researched but we both don't think this can be scripted.
so how can I archive that ?
any idea ? (don't need a complete answer or script in detail... the idea behind would help... in the first place...)

thanx again Kevin for your very professional help everytime!!
it's nice your here!!
Titel: faqs, ai scripting and other tech questions
Beitrag von: Kevin am 2003-08-19, 00:08:02
Parallel discussion:
Wzck bug(s)? (http://pumpkin-2.co.uk/forums/viewthread.php?tid=955)

does my rank mean "Experienced"?  and it was there long before 15 posts.  I'm happy :)

our ranks:
(Watcher -1)
(Gaurdian -1)
(Ajudicator -1)  
(Overlord -1)
Gerbil  1  (if you don't know, it's a rodent like a mouse, but better)
Outlander  50  
Lone Wolf  100  (me with 368 posts)
Grey Warrior  500  
Clansman  1000  
Clan Leader  2000  
Council Elder  2500  

is there a list somewhere on this site of them?
Titel: faqs, ai scripting and other tech questions
Beitrag von: speedy am 2003-08-19, 12:24:07
I have no rank  :cry: 'cause I'm in the team...