I see your logic, but I do so miss being able to squeeze buildings in to tighter proximity when needed.
@Tama While you're at it... could you look at having the restriction bounds rotate with the building? When you spin a building, the visible...
PYA, I've kind of learned that you should just get your project done and working first then present it to the tribe for a vote. Details before...
Thanks LordDZ, I got crossed up in my reading somewhere.
Definitely needs testing. "60" is a steam unit of measurement. 1 unit is 1 inch. But in steam everything is about 1/3 scale. For reference a...
I've already got a couple of small things in mind, so never say never. ;)
@PYA There's always more that on solution, but I'd prefer a one-liner option that could satisfy all cases instead of maintaining a separate...
As Tama pointed out this code seems to be just a related to the redbox visual aid that's drawn and not the actual placement physics. I'll need to...
I found that DDD has already posted an issue for this. #313 After some thought, I think using something like ((int)(collisionHeight +...
Only time will tell. And if it is... well now you have a reference thread with revert info.
I'm guessing due to..... Vector vecMax = collisionOffset + Vector(collisionRadius, collisionRadius, collisionHeight + 50); ... since a turret is...
My easy answer is ... a bunch. As I activate chunks of it, new errors appear. Solve those and others take their place. The missing files add...
I scratched around a bit in the code for this today. Mostly anything tagged with "TACTICAL_MINIMAP_AND_RESEARCH_OVERVIEW_ACTIVE" At minimum these...
I'll have a look. Or maybe another option would be to simply reverse any possible time addition with... pTank->m_flRespawnTime =...
pTank->m_flRespawnTime = gpGlobals->curtime - RESPAWNABLE_PROP_DEFAULT_TIME My thinking here is that if the code has a chance to set RespawnTime...
I'd rather call it "randomly appearing obstacles" avoidance. I guess I'm surprised that you seem surprised. The code is rather small and kind of...
lol. More or less, yes. I started out with vector tracing but found it unreliable for navigating out of buildings. A steam thing I guess. "Roomba...
Ah. So yeah, sort of my own so far. And I wouldn't call it much of an algorithm. More of a maze navigator. Since empires can place obstacles...
If only I knew what A* meant
Setting DestroyTime to zero in engie code does achieve the correct result for "Death Check". But doesn't satisfy the check for "try to respawn"...
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