Am Dienstag, 2. Januar 2007 21:12 schrieb Roman:
Author: troman
Date: Tue Jan 2 21:12:14 2007
New Revision: 592
URL: http://svn.gna.org/viewcvs/warzone?rev=592view=rev
Log:
-Implemented C-like #include preprocessor directive for the scripting
engine, can be used up to depth of
Am Donnerstag, 4. Januar 2007 13:41 schrieb Dennis Schridde:
Am Dienstag, 2. Januar 2007 21:12 schrieb Roman:
Author: troman
Date: Tue Jan 2 21:12:14 2007
New Revision: 592
URL: http://svn.gna.org/viewcvs/warzone?rev=592view=rev
Log:
-Implemented C-like #include preprocessor
Am Donnerstag, 4. Januar 2007 15:42 schrieb Dennis Schridde:
Author: devurandom
Date: Thu Jan 4 15:42:40 2007
New Revision: 596
URL: http://svn.gna.org/viewcvs/warzone?rev=596view=rev
Log:
Multiplayer Command Turrets can now attack/mark air targets. This makes it
sensible to attach AA
The Watermelon schreef:
On IRC we were talking about multiple turrets for commanders.
There were 2 ideas:
1. One offensive and one defensive turret. You can control the
offensive one
and the defensive one tries to defend the commander and therefore marks
defensive targets. Some it has to be
This one seems to create a problem, but I don't exactly know why:
../lib/script/script_lexer.l: In function ‘scriptSetInputBuffer’:
../lib/script/script_lexer.l:733: error: invalid lvalue in assignment
The line it means is apparently:
YY_CURRENT_BUFFER = yy_scan_bytes(pBuffer, size);
Yes, but it will still be limited to only a few (lets say three at max?)
targets, which is already an advantage. Then secondly: having two target
types (i.e. ground/air) really shouldn't be a problem in firefocussing
since an AA gun simply can't fire at ground targets (except for stuff
like
I don't think it is a good idea to combine different weapon types, like
AA/Arty/Direct weapons on a single unit, unless we offer player a way to
assign targets separately for each turret, which we currently can't (and
which is probably not trivial unit-ai-wise). I'm sure when the