- Joined
- Apr 3, 2010
- Messages
- 1,891
Change log
0.7.0.0 beta
Main changes:
Main changes:
0.7.0.0 beta
- Documentation:
- Listed out in the manual all the usable functions and variables
in this system
- Documented all triggers that are a part of this system
- Updated the importing documentation a little
- Merged, optimized and organized a lot of code
- Removed some requirments:
- ForAllDest
- GetLocZ
- CheckAngle
- IsPlaying
- InitArrowKey
- AllowFlight
Added some new ones:
- PlayerManager
- AutoFlight
- GetTerrainZ
- ArrowEvent
- ArriwEvent_PlayerRegister
- Setting custimizability:
- Created settings trigger that contains constant value customizability
- Created functions and variables the can customize for unit unit types
(Only works on newly/to be created units)
- Can customize specific system unit settings at any time
- Due to custimizability of unit settings, the static method no longer
use the width and height variables
- Collision objects:
- Added 2D Circle creation
- Can recreate 3D Rectangles dimensions with other 3D Rectangle Id
- Can now check if a unit is inside a 3D Rectangle
- Created some technical functions for indexing collision objects
- Some slight performance improvements
- Infinite loop fixed when movement is redeclaired in a new sector
- Implemented and used Unit Indexer and it's requirments by Nestharus
- 3D rectangle data is now stored into real arrays instead of
hashtables making things more efficiant although passing the OP
limit for storage
- Indexing and general code and variables have been fixed and improved
with some new functions added
- Seperated a folder for global 3D object indexing and other functionality
an usage with other 3D objects (currently still contains only 3D rectangles)
- Seperated a folder for requirment functions that are used through out the
system
- All system unit functionality except 3D objects and requirments are now merged
into the same folder (merged attach and detach unit methods into there own
modules)
- The jump ability isn't initialized through code anymore and has to be attached
to the unit through other methods. Any unit that has the ability and is
attached to the system will have the ability function properly
- Updated the Manual and created a seperate disabled trigger for Importing and
also updated the description for it
- The system is now fully MUI
- Made seperate functions to allow to be locked to an interface
unit or the original with the use of ordering the unit around
with right clicks on terrain (still under construction to work)
- Started development of ordering units to move with terrain right
clicks (for now can only detect where they are ordered and to
stop instantly)
- Added a bunch of functions to break down the different elements
this system provides with attaching the unit. So now you can break
down attachment of unit to allow or not the function of attaching
the Jump ability, player camera lock to unit, arrow detection for
ordering the unit, having a seperate unit for interface so default
orders are disabled
- Allowed to return Id values of 3D rectangle objects to keep track of
individual objects (may be buggy though)
- Added a function to remove 3D rectangle objects with the object Id
- Destroying 3D rectangles within a rectangle area should be fully
functional now
- Added functions to get and set coordinate values for created 3D rectangle
objects (caution: hasnt been tested much if at all)
- Added functions to get coordinate values of units attached to this system
- When the system unit is on the ground it can now jump all the time (the
unit is always locked to the ground when on the ground instead of falling
off a steap cliff (havent tested this though))
- This systems code and general organization has been cleaned a bunch (getting
the Z value of coordinates is simplified, some functions expanded to help with
breaking down, understanding and readability and other things)
- Updated the manual to add new functions and removed extra descriptions
(I figured that anyone that can take this system seriously anough should
be able to understand easlily though anyway without a description and this
more compact view in a way makes it more readable for quick look ups)
- Removed Detach players unit function as this system automatically
attaches and detached to the owner of the unit
- Created a little test demo of when selecting a unit it is locked to the
selecting player
- Collision units no longer walk through the bottom of an
object and not stop, instead the unit is completely stopped
untill given a direction where it can move freely
- Jumping while colliding with a 3D object now works consistently
although with a trade of still having your single jump when
walking off an edge of a 3D object
- All System Unit functions now work (note: modules can only be
used once inside a struc.t even when multiple different modules
that contain one of the same module)
- A few grammar errors here and there fixed with the most note
worthy one being fixed to SystemUnit.Detach and SystemUnit.Detach
- Added new function calls for destroying 3D objects,
detaching units from the system and changing the units
coordinates and facing angle
- The system has been completely recoded with structs to
help me with coding the system itself and with this
the code has been cleaned a lot
- Completely removed and scrapped the "Create System Unit"
function (must use the "Attach System Unit" method now)
- Created a manual to help users use the system in their
maps
- Some physics may have been altered for the system
Main changes:
- Jumping to hit the min z of an object will no longer
create bugs
- Code has started in construction for creating objects
with polygon figure
- Some documentatio has been fixed
- Alot of notes(for debuging) have been created(for myself)
- Walking off the side of the map creates a fatal error
instead of heavy lag
- This systems code organisation has been changed and
arranges alot to hopefully make things more
convenient and easier
- Collision objects can be created at anytime in the
map instead of being limited to being inbuilt to
one of this systems libraries and only with one
line of code of a call function instead of using text
macros
- Units are able to be created in any part of code
within a map, also able to have custom options
to customise the unit (note: creating a unit inside
an object or creating an object over the unit would
probably bug) this change counts as a fix to bug
no. 6 although adds another known bug
- System now works on any size map without code
modification
- Fixed bug no.2 so you can no longer walk on the bottom
edge of an object and not fall
- Fixed bug no.3 enough for it not to be noticaeble,
with the unit getting stuck while walking along
an object to another, although bugs with objects
next to each other with one or more objects being
stacked on each other still
- Fixed bug no.5 so you can not select nor deselect
units
Main changes:
- For each object that is checked, they get checked
inside a different function instead of all the code
being checked inside the loop function. This allows
to be able to be less likely to hit the OP limit
and add more object types easily
- A location for each instant is created and moved for
checking height of the ground for the located
coordinates instead of creating a new one for each
check. A global could not be created for this as
once the first instance is over moving it to check
again does not work
- Started my attempt to fix bug #1
- Added some documentation to the Movement
trigger/library (also a little in the
Object Injection trigger/library), fixed a
couple of grammar errors in documentation and
also removed some useless description in the
instructions documentation
- Moved the descriptive logs to a different folder
- Removed efficiency notes
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