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DarkBASIC Discussion / RTS training units

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JoelJ
21
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Location: UTAH
Posted: 20th Jan 2004 05:19
i am planning out a RTS game, and i have been thinking a lot about how i will train units.
so how should i have the unit come into the game?
i could load all the units and place them off screen, but how do i know how many of each i will need?
or
i could just load them when it is done training, but that could make lag.
so i am stumped! how should i do it?

Travis
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Location: West Aust.
Posted: 20th Jan 2004 05:25
to train have liek an array and every time the do somethign increase one of the numbers so say u have units(10,5,2) u can have 1,2 the position 3 their health 4,1 could be how many times theve attacked 5,1 could be how much theve moved ect and the second variable 4,2 and 4,5 can be there overall stat so when 4,1 gets to 100 make 4,2 go up one and use 4,2 to work out the amount of damage the do and 5,2 how fast they move
JoelJ
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Posted: 20th Jan 2004 05:33
yeah, but how about how they look? can you change what model a object uses without deleting it then reloading it?

Travis
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Posted: 20th Jan 2004 05:37
liek weapon upgrades?? the best way is to add a mark above there head liek another object i dunno much about models
JoelJ
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Posted: 20th Jan 2004 05:40
no. i mean, if i load a whole bunch of objects, then i would have to change what they look like, archer or swordsman or knight, etc

Travis
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Location: West Aust.
Posted: 20th Jan 2004 05:45
just load a small triangle and float it over the units head and change its color depending on what level its on and u can then use it liek a bar for health aswell..i dunno jt will get up here soon ask him
JoelJ
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Posted: 20th Jan 2004 06:07
Quote: "i dunno jt will get up here soon ask him"

lmao, that is really funny

i dont think you understand what im saying...i guess i'll just wait

i dont want to show what they are for differnt levels, but for differnt OBJECTS, they look COMPLETELY DIFFERNT, couldnt do what you said, thanx for trying tho

Travis
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Posted: 20th Jan 2004 06:15
im just getting more confused
JoelJ
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Posted: 20th Jan 2004 06:56
sorry

VishalC
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Posted: 20th Jan 2004 15:52
lmao. rofl. sorry to say this but reading this post really cracked me up. i really doubt you should load a whole lot of objects and use them as you need,but loading the object as soon as you need it is even worst because that will slow the game down. maybe you could load 10 of each object and when they get finished,load another 10? or something like that?
Quote: "i dunno jt will get up here soon ask him"
lol

If it wasn't for the last minute, nothing would get done!
JoelJ
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Posted: 20th Jan 2004 22:08
that would cause random lag tho...
this of this (example from Warcraft ):
2 players, each have 2 barracks, 1 townhall, and 2 Mage Towers. they are training 1 guy from each, that is ten guys right there, then you load, and they start training again, they finish then train again...i just dong know what to do grr...

Xander
22
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Joined: 3rd Mar 2003
Location: In college...yeah!
Posted: 21st Jan 2004 04:52
The lag depends on what language you are using: In DB Classic there is very little lag, but DB Pro hates it when you create objects on the fly. Very slow. In my RTS (below) I create the objects in the fly because it is in Classic. For a Pro program this is what you do:

-Load one of each type of guy as template objects
-When a new object is made, simply clone the template object

In classic and pro there is a change mesh command which you can use on limb 0, but it will not change the UV data, only the mesh, causing problems if your two objects have different UV maps...

I hope I helped, Good Luck

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
JoelJ
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Posted: 21st Jan 2004 06:31
how many guys can be trained at a time before you notice lag?
thanx bolt, i dont think i will worry to much aobut it then.

Travis
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Location: West Aust.
Posted: 21st Jan 2004 07:14
Quote: "Quote: "i dunno jt will get up here soon ask him"
lol"


why is that funny ...i was talking to jt on msg and he was going up the forum and was getting close to this one but then he had to go ..
The admiral
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Posted: 21st Jan 2004 10:32
You really got to work out all this stuff for yourself you can't just expect people to tell you how to do everything in your rts. If you cant work out those basics then I suggest you consider a smaller project.

[href]www.vapournet.com/~flyer[/href]
JoelJ
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Posted: 22nd Jan 2004 00:25
you know what? i have been thinking about this a lot...i know what i am doing, i just want ot make sure that i dont do it wrong...i dont want anyone to tell me how to do things, i just want to know what some of the ways to do it.

Xander
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Location: In college...yeah!
Posted: 22nd Jan 2004 06:24
How many guys at a time? What do you mean? If you mean creating objects at a time, when I create a robot on my game it creates about 6 or 7 objects, and 3 or 4 robots can be created at a time by the computer. Sometimes I notice a split second lag, but only when multiple robots are being created at once.

Remember: hide all objects that aren't on the screen. Speeds it up alot. And only do special effects and stuff if the guys that are involved are on the screen.

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
Jess T
Retired Moderator
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Location: Over There... Kablam!
Posted: 22nd Jan 2004 13:23
a-HA!

I'm here!

And Bolt has already answered the question for me!

So, I'm going!

Jess.


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
JoelJ
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Posted: 23rd Jan 2004 07:42
thanx bolt...each of my units will only be one object, as they wont be the greatest in detail, just simply animated for attaching, walking, standing, etc

Jess T
Retired Moderator
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Posted: 24th Jan 2004 12:30
"attaching"...

You're not making an "R" rated RTS are you?
lol, jk...

( I had to have a reason to post in this thread "

Jess.


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
JoelJ
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Posted: 24th Jan 2004 21:57
lol, ATTACKING i tend to automattically(bah, i dont care about spelling anymore ) type H instead of K sometime

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