Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: individual militia
Re: New feature: individual militia[message #353094 is a reply to message #353052] Thu, 12 April 2018 21:44 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@LatZee: I'm not entirely sure how Kerberus gets cheaper. What?

@RunAwayScientist: First of, thanks for taking the time to look into issues. I hope I can check it out at the weekend latest.

Now, it seems your GetIdOfUnusedIndividualMilitia(...) does not return an ID if the profile does not exist. Does that compile? Second, if we do not have a profile, we need to create one, otherwise militia would be without it. So...

The idea in MoveIndividualMilitiaProfiles(...) was to speed up the loop (we could have hundreds or thousands of profiles and don't want to always loop over all of them). I originally planned to have a separate vectors for each sector, but that seemed excessive.

As to the warnings... the idea is to warn the player if something goes wrong (classic sirtech code solves that problem by simply crashing the game with Assert(0);, which is excessive). I mean, if militia somehow have no guns, that is... bad. Hmmm. I'd rather have those warnings at least in debug mode.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Report message to a moderator

Captain

 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message light45.png
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message thumbs26.png
Read Message
Read Message
Read Message
Read Message bug6.png
Read Message
Read Message bug6.png
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: New feature: advanced repair/dirt system
Next Topic: New (unofficial) mercs: The Ryder twins (Mass Effect: Andromeda)
Goto Forum:
  


Current Time: Sat Nov 30 09:29:18 GMT+2 2024

Total time taken to generate the page: 0.03333 seconds