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Cleaning up somethings in the BAR files #4142

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JMH16gamer opened this issue Jan 9, 2025 · 4 comments
Open

Cleaning up somethings in the BAR files #4142

JMH16gamer opened this issue Jan 9, 2025 · 4 comments
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@JMH16gamer
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JMH16gamer commented Jan 9, 2025

Description

Cleaning up some things in BAR folder! like some name on files and ECT!

Expected Behaviour

this was my fix to it the meteor!
{
meteor = {
category = "CANBEUW", --this was add to get it to be killed by subs and be place on land I thought! so it not needed!
footprintx = 1, --I change this so it could be place on cliff easier!
footprintz = 1, --I change this so it could be place on cliff easier!
maxslope = 90, --I learned that 89 is the max going over null the line of code out?!?!
movementclass = "SCAVCOMMANDERBOT", --mostly this was the fix!
},
}

Actual Behaviour

the https://github.com/beyond-all-reason/Beyond-All-Reason/blob/master/units/Legion/Utilities/cornanotc2plat.lua is named wrong as in the unitsdefs it called legnanotct2plat not cornanotc2plat!
I don't know why the https://github.com/beyond-all-reason/Beyond-All-Reason/blob/master/units/Legion/Economy/legmohobpct.lua has a white box and don't share it buildpic = {"LEGMOHOBP.DDS",} and https://github.com/beyond-all-reason/Beyond-All-Reason/blob/master/units/Legion/Economy/legmohobp.lua share it {buildpic = "LEGMOHOBP.DDS",} with the https://github.com/beyond-all-reason/Beyond-All-Reason/blob/master/units/Legion/Economy/legmoho.lua {buildpic = "legmoho.DDS",} as one of them still works? and I used in games sometimes!?
the https://github.com/beyond-all-reason/Beyond-All-Reason/blob/master/units/Legion/Labs/legjim.lua I think should really have all the legion ships added to them until they are finalized for the game so tester like me don't got to keep making long ass units tweaks to get them tested out! < just my opinion!
I am actually helping and testing and coding the new legion faction AI!
Can we please change the https://github.com/beyond-all-reason/Beyond-All-Reason/blob/master/units/other/meteor.lua so it can be built anywhere on land or sea or space as the one line of code {waterline = 0,} is really making it hard to used it in a custom single player scenarios I make for both raptors and scavengers after back in October you pushed through a pull request that change the {categories["SURFACE"]} making it now had to put sea building on land? < I'm not asking for this to be change back at all! I'm looking for a way to fix a bug in my custom single player scenarios I make for both raptors and scavengers! as the raptors used this units in it script! < but don't change it if it break raptor game mode as I don't want to cause problem for the extra game modes!
edc48cb#diff-aefab0488b38c690eb79fa33ce89aa2e0981a27ae1ffe37e37e177487edd9b5fR757
but from what Krolya said in https://discord.com/channels/549281623154229250/1325540502514434108 the problem might be something different all together?!
I used to copy the script of the https://github.com/beyond-all-reason/Beyond-All-Reason/blob/master/units/ArmBuildings/SeaEconomy/armuwadves.lua and have to add it to the Meteor to get it to be built on land and the default build placement has it as a water built only!?
can we add a 1 unit like the https://github.com/beyond-all-reason/Beyond-All-Reason/blob/master/units/other/dice.lua to the game that has all unitsdefs and all it categories ill add a example to other notes!

Reproduction steps

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Other

--VVV this a test unit that player can look at to edit and make! VVV

--this info was pulled off the springrts.com unitsdefs.]
--this info was pulled off the [(https://github.com/beyond-all-reason/Beyond-All-Reason/tree/master/units)]

--VVV this stuff works but is not in the [(https://github.com/beyond-all-reason/Beyond-All-Reason/tree/master/units)] anywhere that I have found so far!
--makemetal = 0.0, --default: [0.0] The amount of the energy resource the unit turns into the metal resource per game 'tick'. <oddly I found this work but is no where in any of the unitdefs?
--decloakspherical = true, --default: [true] Does minCloakDistance apply in 3D or only 2D? i.e. can aircraft flying above the unit decloak it?
--decloakonfire = true, --default: [true] Does the unit decloak when it fires a weapon?
--cloaktimeout = 128, --default: [128] The minimum time, in frames, between a decloak and subsequent re-cloak.
--buildrange3d = false, --default: [false] Does the builders build Distance apply in all 3 dimensions or only 2?
--shownanospray = true, --default: [true] Does the builder emit OTA-style Nano spray whilst constructing?
--nanocolor = 0.2, 0.7, 0.2 --default: [{0.2, 0.7, 0.2}] aka green The RGB color of a builders' emitted Nano particles if show Nano Spray = true. Also controls the RBG color of a unit's own Nano frame if [showNanoFrame] = true.
--fullhealthfactory = false, --default: [false] If true, units are repaired before they are allowed to leave the factory i.e. units from this factory will be healed back to 100% health if they are damaged during construction. <Warning this will make unit not leave or attack if not fully healed!
--pushresistant = false, --default: [false] Can the unit be pushed around by other units? Turning it on doesn't remove all pushing but is a marked improvement.
--maxreversevelocity = 0.0, --default: [0.0] Is the same as [rSpeed] The maximum speed attainable by the unit in reverse in [elmos] per frame. If the value is -ve, the absolute value is used.

--^^^ this stuff works but is not in the [(https://github.com/beyond-all-reason/Beyond-All-Reason/tree/master/units)] anywhere that I have found so far! ^^^
--VVV all thing here are functions that actually work in the game that I found! --note from JMH16gamer on github.com VVV--

return {
test_custom_unit_1 = { --default: [name] This is the tooltip description of the unit seen by the player. It defaults to the name of the unit.
--General
buildpic = "other/dice.dds", --default: [""] The filename of the image to be used as the build picture, assumes
objectname = "dice.s3o", --default: [""] The filename of the 3D model file for this unit, assumes
script = "dice.lua", --default: [""] The filename of the animation script file for this unit, assumes
health = 100.0, --default: [2.0] The base 'hit points' the unit will have. it the same as [maxdamage].
--maxdamage 100.0, --default: [2.0] The base 'hit points' the unit will have. this oddly on legion units? it the same as health.
autoheal = 0.0, --default: [0.0] How much health the unit will regain every second.
idleautoheal = 5.0, --default: [10.0] How much health the unit will regain every second whilst it is idle.
idletime = 1800, --default: [600] The time in frames taken until a unit is considered to be idle.
metalcost = 1.0, --default: [1.0] The amount of metal resource the unit costs to build. Cannot be below 1.0.
energycost = 1.0, --default: [0.0] The amount of energy resource the unit costs to build. Cannot be below 1.0.
buildtime = 1.0, --default: [0.0] The time taken to build the unit, in conjunction with the worker Time of the constructor. In Resource Frames, Time to build = build Time / worker Time. Defaults to 0.0 but cannot actually be below 1.0.
mass = 1.0, --default: [buildCostMetal] The mass of the unit, used in weapon impulse calculations. Cannot be less than 1.0.
reclaimable = true, --default: [true] Can the unit be reclaimed by a builder?
capturable = true, --default: [true] Can a unit be stolen by a builder using the capture command?
repairable = true, --default: [true] Can the unit be repaired by a builder?
--maxrepairspeed = 100, --default: [1e20] The maximum cumulative speed at which this unit type can repair a single target. 100 = 1 metal and or energy a sec in game time being used.
explodeas = "", --default: [""] The name of the weapon this unit should explode as when it is killed
selfdestructas = "", --default: [""] The name of the weapon this unit should explode as when it self destructs. Also used as the kamikaze weapon.
--Resources
--metalstorage = 0.0, --default: [0.0] The amount of the metal resource storage the unit contributes.
--energystorage = 0.0, --default: [0.0] The amount of the energy resource storage the unit contributes.
--extractsmetal = 0.0, --default: [0.0] The amount of the metal resource the unit extracts from the ground. The amount extracted depends on the metal map defined in the map itself. Works only for structures.
--windgenerator = 0.0, --default: [0.0] The maximum amount of the energy resource the unit generates which is dependent on the map wind. Works only for structures. If wind speed is higher than this, the unit will still only produce this much. If wind speed is less, it will produce as much as windspeed is.
--tidalgenerator = 0.0, --default: [0.0] The amount of the energy resource the unit generates which is dependent on the maps tidal power. Clearly, this only works on water structures.
--metaluse = 0.0, --default: [0.0] The amount of the metal resource the unit consumes per game 'tick' when activated.
--energyuse = 0.0, --default: [0.0] The amount of the energy resource the unit consumes per game 'tick' when activated.
metalmake = 0.0, --default: [0.0] The amount of the metal resource the unit generates unconditionally per game 'tick'.
energymake = 0.0, --default: [0.0] The amount of the energy resource the unit generates unconditionally per game 'tick'.
--Sensors
--onoffable = false, --default: [false] Does the unit have an on/off button? Currently the activation status tied to this button also turns sensors (other than LOS) on and off.
--activatewhenbuilt = false, --default: [false] Should the unit's activation status be on or off when it is created?
sightdistance = 0.0, --default: [0.0] The radius of the units sight (LOS is circular in Spring).
--airsightdistance = 0.0, --default: [0.0] How far away the unit can see aircraft (and some FX).
losemitheight = 20.0, --default: [20.0] How high up the unit is the point used to calculate it's LOS vs. the terrain?
radaremitheight = 20.0, --default: [20.0] How high up the unit is the point used to calculate it's radar vs. the terrain?
radardistance = 0, --default: [0] The radius of the units radar.
sonardistance = 0, --default: [0] The radius of the units sonar.
--radardistancejam = 0, --default: [0] The radius of the units radar jamming.
--sonardistancejam = 0, --default: [0] The radius of the units sonar jamming.
--stealth = false, --default: [false] Is the unit undetectable by radar?
--sonarstealth = false, --default: [false] Is the unit undetectable by sonar?
seismicdistance = 0, --default: [0] The radius of the unit's seismic (movement) sensor.
seismicsignature = 0.0, --default: [0.0] How fast the seismic ring expands in [elmos] per frame. Each ping always lasts 15 frames, so this also determines the maximum radius of the seismic ring.
--Cloaking
--cloakcost = 0.0, --default: [0.0] The energy cost per tick to cloak the unit while it is stationary.
--cloakcostmoving = 0.0, --default: [0.0] The energy cost per tick to cloak the unit while it is moving.
--initcloaked = false, --default: [false] Is the unit cloaked as soon as it is created?
--mincloakdistance = 0.0, --default: [0.0] The minimum distance (radius) which the unit must be from any enemy units to remain cloaked.
--Commands
canmove = true, --default: [false] Can the unit be issued Move orders?
canattack = true, --default: [false] Can the unit be issued Attack orders?
canfight = true, --default: [false] Can the unit be issued Fight orders?
canpatrol = true, --default: [false] Can the unit be issued Patrol orders?
canguard = true, --default: [false] Can the unit be issued Guard orders?
--cancloak = false, --default: [false] Can the unit be issued Cloak orders?
canrepeat = true, --default: [false] Can the unit be issued Repeat orders?
canselfdestruct = true, --default: [false] Can the unit be issued a self destruct order?
movestate = 1, --default: [0] The initial movement state for the unit. Can be -1 - Inherits from factory, 0 - Hold Position, 1 - Maneuver or 2 - Roam.
firestate = 1, --default: [1] The initial firing state for the unit. Can be -1 - Inherits from factory, 0 - Hold Fire, 1 - Return Fire or 2 - Fire At Will. Since 104.0 there is an additional value 3 - Fire At Neutral.
noautofire = false, --default: [false] Controls whether or not the unit has a fire state button.
canmanualfire = false, --default: [false] Can the unit be issued Manual Fire commands? A Manual Fire command will fire any weapons with the command fire tag.
--Builder_Commands
--canrestore = false, --default: [false] Can the unit be issued restore terrain commands? For builders only.
--canrepair = false, --default: [false] Can the unit be issued repair commands? For builders only.
--canreclaim = false, --default: [false] Can the unit be issued reclaim commands? For builders only.
--canresurrect = false, --default: [false] Can the unit be issued resurrection commands? For builders only.
--cancapture = false, --default: [false] Can the unit be issued capture commands? For builders only.
--Builder
--builder = false, --default: [false] Is the unit a builder?
--builddistance = 38.0, --default: [38.0] How far away from itself the unit can build, measured to the center of the unit being built. The minimum value is 38.0.
--workertime = 0.0, --default: [0.0] How fast the builder builds, used in conjunction with the build Time of the unit being built. Effectively, Time to build = build Time / worker Time. If this value is <= 0.0 then builder is set to false.
--repairspeed = 0.0, --default: [0.0] How fast the builder can repair other units.
--reclaimspeed = 0.0, --default: [0.0] How fast the builder can reclaim other units and features.
--resurrectspeed = 0.0, --default: [0.0] How fast the builder can resurrect corpse features back into living units.
--capturespeed = 0.0, --default: [0.0] How fast the builder can capture other units.
--terraformspeed = 0.0, --default: [0.0] How fast the builder levels and restores terrain.
--canassist = false, --default: [false] Can the builder assist other constructions?
--canbeassisted = true, --default: [false] Can the builder be assisted by other builders?
--canselfrepair = false, --default: [false] Can the builder repair itself?
--Movement_&_Placement
footprintx = 2, --default: [1] How wide the unit is in footprint units, left to right. 1 footprint unit = 16 [elmos]. Cannot be below 1. For mobile units this should be the same as the [footprintX] of its [movementClass]. Also used for obstacle avoidance.
footprintz = 2, --default: [1] How wide the unit is in footprint units, left to right. 1 footprint unit = 16 [elmos]. Cannot be below 1. For mobile units this should be the same as the [footprintZ] of its [movementClass]. Also used for obstacle avoidance.
--yardmap = "", --default: [""] Used to determine a structure from a mobile unit. A string of characters which defines in detail each 'footprint square' of the structure. Each footprint square may be:
--y - 'Yard' - Always open, unblocking,
--c - 'Construction' - Open and unblocking only while constructing for factories,
--i - 'Inversed Construction' - Closed and blocking only while constructing for factories,
--g - 'Geothermal' - Flags that the unit must be placed over a [geoThermal] feature, does not actually count as a square,
--h - 'High Resolution' - Indicates that the yard map will use double resolution with four times as many characters. Must be the first character, and does not count as a square itself,
--o - 'Obstacle' - Always closed, blocking, all other chars are treated the same way.
--Tip: 'Draw' out the yard map over multiple lines. As of 89.0 all whitespace characters are ignored, including newlines.
levelground = false, --default: [false] For structures. Does the constructor have to level the ground underneath the build area before beginning to build the structure?
movementclass = "BOT1", --default: [""] The name of the movement type a mobile, non aircraft, unit should use. See Movedefs.lua. or the Movedefs.lua as some of both oddly work!?
--canhover = false, --default: [false] Is the unit a hovercraft? Hovercraft can cross water of any depth without a speed penalty. Hover's must also have HOVER within the name of their [movementClass]. Oddly this is remove in [95.0 of the spring engine] But is still in the BAR compositor!?
--floater = false, --default: [false] If a [moveClass] is defined, if not true if [waterline] = true, false otherwise When a mobile unit is crossing water, or a structure is placed on water, does it float on top of the water or crawl / lay on the sea bed? < if it underwater it send it to the surface!
--upright = false, --default: [false] Does the unit follow the terrain or always remain upright? Generally used for walkers.
--minwaterdepth = -10000, --default: [-10e6] The minimum depth of water a building can be placed on. Mobile unit's use the [minWaterDepth] set in their [movementClass].
--maxwaterdepth = 10000, --default: [10e6] The maximum depth of water a building can be placed on. Mobile unit's use the [maxWaterDepth] set in their [movementClass].
--waterline = 0.0, --default: [0.0] How low in the water does a ship sit? Higher values means the ship is lower in the water.
--mincollisionspeed = 1.0, --default: [1.0] The minimum net impact speed that will cause a unit to be damaged by collisions with another unit.
--maxvelocity = 0.0, --default: [0.0] The maximum speed attainable by the unit in [elmos] per frame. If the value is -ve, the absolute value is used.
--rspeed = 0.0, --default: [0.0] Is the same as [maxReverseVelocity] The maximum speed attainable by the unit in reverse in [elmos] per frame. If the value is -ve, the absolute value is used.
--maxacc = 0.5, --default: [0.5] The acceleration of the unit, in [elmos] per frame2. If the value is -ve, the absolute value is used.
--maxdec = 0.5, --default: [0.5] The deceleration of the unit, in [elmos] per frame2. If the value is -ve, the absolute value is used. For units with [canFly] = true this is multiplied by 0.1. Prior to 95.0 this was scaled by 0.1 for aircraft and the default was 3x acceleration.
--mygravity = 0.4, --default: [0.4] As Spring aircraft are slower than real aircraft this tag allows to lower gravity to compensate. Multiplies against map gravity for aircraft, replaces map gravity for ground vehicles if non-zero.
turnrate = 96, --default: [0.0] How fast the unit can turn. degrees per seconds = 0.16 * turn Rate.
turninplace = true, --default: [true] Does the unit turn on the spot (like a person or tank) or must it be moving forwards to turn (like a car).
turnInplacespeedlimit = 96, --default: [0.0] A complex formula based on [turnRate] and [maxVelocity] For units with [turnInPlace] = false, this defines the minimum speed it will slow down to (the speed at which the turn is actually performed can be higher depending on the angular difference and [turnRate]).
turnInplaceanglelimit = 96, --default: [0.0] For units with [turnInPlace] = true, defines the maximum angle (in degrees) of a turn above which it starts to brake.
Blocking = true, --default: [true] Does the unit block the movement of other units? (Mines, i.e. non-mobile units with the [kamikaze] tag default to false).
crushresistance = 1.0, --default: [0.0] How resistant is the unit to being crushed? Any [MoveClass] with a [crushStrength] greater than this will crush the unit - IFF this has been enabled via [Spring.SetUnitBlocking] and the collider impulse exceeds that of the collide.
--Flanking
--flankingbonusmode =2, --default: [0] flankingBonus.defaultMode set in [Modrules.lua] The mode of operation of Spring's inbuilt flanking system. Can be 0 - No flanking bonus. Mode 1 builds up the ability to move over time, and swings to face attacks, but does not respect the way the unit is facing. Mode 2 also can swing, but moves with the unit as it turns. Mode 3 stays with the unit as it turns and otherwise doesn't move, the ideal mode to simulate something such as tank armor.
--flankingbonusdir = 0.0, 0.0, 1.0, --default: [{0.0, 0.0, 1.0}] This is the direction vector where the armor is facing; i.e. where the least damage is applied. The default is straight forwards.
--flankingbonusmax = 1.9, --default: [1.9] The maximum multiplier to the damage dealt, when a unit is hit from the opposite direction to [flankingBonusDir].
--flankingbonusmin = 0.9, --default: [0.9] The minimum multiplier to the damage dealt, when a unit is hit from the same direction as [flankingBonusDir].
--flankingbonusmobilityadd = 0.01, --default: [0.01] This defines the ability of [flankingBonusDir] to move over time. Its value is added to the mobility every [SlowUpdate]. When the unit is attacked, the build up mobility value is multiplied by a vector facing the attack, which is added to [flankingBonusDir].
--Aircraft
--canfly = false, --default: [false] Can the unit fly, i.e. is it an aircraft?
--cansubmerge = false, --default: [false] Can the aircraft land underwater?
--factoryheadingtakeoff = true, --default: [true] Controls the take-off behavior of aircraft with [hoverAttack] = true. true means planes start matching their heading right after taking off from the pad, false means they maintain the heading of the pad until reaching [cruiseAlt].
collide = true, --default: [true] Does the unit collide with other aircraft, or can it occupy the same space?
--hoverattack = false, --default: [false] Controls whether the aircraft fly's and attacks like a fighter/bomber or a helicopter/gunship.
--airstrafe = true, --default: [true] For aircraft with [hoverAttack] = true, controls if the unit strafes side to side while attacking or remains stationary.
--cruisealt = 0.0, --default: [0.0] lua: wantedHeight, The altitude in [elmos] which the unit attempts to fly at while cruising.
--airhoverfactor = -1.0, --default: [-1.0] lua: dlHoverFactor, For aircraft with [hoverAttack] = true, less then 0 means it can land and >= 0 indicates how much the unit will move during hovering on the spot.
--bankingallowed = true, --default: [true] For aircraft with [hoverAttack] = true, controls whether or not the unit banks when moving turning.
--usesmoothmesh = ture, --default: [true] Does the aircraft follow the real map terrain or the special smoothed out navigation mesh generated by Spring specifically for aircraft?} Can become problematic for construction aircrafts, building in canyons.
--canloopbackattack = false, --default: [false] Can the aircraft perform an Immelmann turn.
--Advanced_Air_Tags
--wingdrag = 0.0, --default: [0.07] The drag caused by the aircraft's wing. Clamped between 0.0 and 1.0.
--wingangle = 0.0, --default: [0.08] The angle between the front and the wing plane.
--fronttospeed = 0.0, --default: [0.1] How far nose can be unaligned to speed vector before acceleration is applied.
--speedtofront = 0.0, --default: [0.07] Rate for the nose to align to new (true) direction change. Values above 0.1 may lead to cumulative speedup issues.
--crashdrag = 0.0, --default: [0.005] The drag used when crashing. Clamped between 0.0 and 1.0.
--maxbank = 0.0, --default: [0.8] The maximum roll (z-axis rotation) the aircraft can achieve.
--maxpitch = 0.0, --default: [0.45] The maximum pitch (x-axis rotation) the aircraft tries to keep.
--turnradius = 0.0, --default: [500.0] Hint to Spring unit AI about the required turning radius.
--verticalspeed = 0.0, --default: [3.0] The speed of takeoff and landing, at least for gunships ([hoverAttack] = true).
--maxaileron = 0.0, --default: [0.015] The maximum turn speed around the roll (z) axis.
--maxelevator = 0.0, --default: [0.01] The maximum turn speed around the pitch (x) axis.
--maxrudder = 0.0, --default: [0.004] The maximum turn speed around the yaw (y) axis.
--maxacc = 0.0, --default: [0.065] The maximum acceleration or 'engine power' of the aircraft.
--transportsize = 0, --default: [0] The size of units that the transport can pick up, in terms of the passengers [footprintX].
--mintransportsize = 0, --default: [0] The smallest size of unit that the transport can pick up, in terms of the passengers [footprintX].
--transportcapacity = 0, --default: [0] The total number of units that the transport can pick up, with each unit multiplied by it's [footprintX] size. Prior to [101.0] of the spring engine if this tag is not present, then any Script.AttachUnit and Script.DropUnit call in the animation script will be ignored (See [Animation-LuaCallouts#Other], in successive versions all units can use [Spring.UnitAttach] eta regardless of this tag. <this is need to load more that 1.
--transportmass = 0, --default: [100000.0] The total cumulative [mass] of passengers the transport can carry.
--mintransportmass = 0, --default: [0.0] The minimum [mass] passenger the transport can carry.
--loadingradius = 0.0, --default: [220.0] How far away in [elmos] can the transporter pick up and drop units?
--unloadspread = 0.0, --default: [5.0] How spread out the passengers are when unloaded. Is multiplied by the passengers radius.
--isfireplatform = false, --default: [false] Can transported units still aim and shoot while loaded by this transport?
--holdsteady = false, --default: [false] If true - passengers are slaved to orientation of transporter attachment piece, if false - passengers are slaved to orientation of transporter body.
--releaseheld = false, --default: [false] Does the transporter unload it's passengers when it dies?
--cantbetransported = false, --default: [false for mobile units, true for structures] Controls if a unit is transportable at all or not. If false it is overridden by [Modrules.lua] transportability suitable tags.
--transportbyenemy = true, --default: [true] Controls if a unit can be transported by an enemy transport. i.e. can it be kidnapped.
--transportunloadmethod = 0, --default: [0] For air transports. Can be 0 - Land to unload individually, 1 - Flyover drop (i.e. Parachute), or 2 - Land and flood unload all passengers. Can be used on ground transports with mixed results.
--fallspeed = 0.2, --default: [0.2] For air transports with [transportUnloadMethod] = 1. The speed in [elmos] per second which units will fall at when released from the transport.
--unitfallspeed = 0.0, --default: [0.0] Allows you to override [fallSpeed] for an individual passenger.
--Categories

	customparams = {
	
		--isairbase = false,   --default: [false] Is this unit an airbase? Aircraft may land and repair on units which are airbases. it was said it was >Removed in [101.0 of the spring engine] in favor of more flexible lua custom commands? < But is still in BAR compositor!
@JMH16gamer JMH16gamer added the Bug Something isn't working label Jan 9, 2025
@JMH16gamer
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JMH16gamer commented Jan 9, 2025

... darn I didn't mean to send to as it was half done... but I'm still working on it! also I think I put this in the wrong order...
I'm going to try and make a mannequin Unit that player that want to edit can look at and it has some description of what each units coded lines do!
this was going to combine all widgets, unitdefs from both spring and BAR, and gadgets! that effect a unit! I still need to finish it!

@JMH16gamer JMH16gamer changed the title Cleaning up some think in the BAR files Cleaning up somethings in the BAR files Jan 9, 2025
@WilliamPas
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If I'm reading this issue correctly, for clarity's sake, this should be separated out into multiple separate issues. What I'm seeing here are several ideas for enhancements to clarity and code legibility, as well as a feature request?

@JMH16gamer
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yeah it seem! I just got this github account and I'm working on the legion AI and had some bugs to report along with other stuff and have not fount out where stuff go on each page! I was ask to see if someone coding the game could fix this up so testing the new legion stuff and make the AI would be easer on us programmer and quality testers!

@JMH16gamer
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JMH16gamer commented Jan 9, 2025

I also kind of had to get someone on discord to come help me find out how to go back and edit my old post as didn't realize that the 3 dots are a drop down menu that had options! I'm not a big knows how to look online stuff up on how it works and all! but for both my real life job and my hobby of wanting to become a programmer and quality testers for the game I come to love it kind of hard for me! I need to learn how things online work!

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