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GBS-II News?


Jigoku San
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OK, how about this let's all promise not to ask Derek any questions for one or two months. I'm sure it's a work in progress and there will be some problems. Just explore it for a couple of months then drop a laundry list of questions. We can all pitch in to give our experiences and solutions in the mean time.

That'll give Derek another action item that he can work towards in a couple of months. (just kidding Derek )

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quote:

Originally posted by Joaquin:

OK, how about this let's all promise not to ask Derek any questions for one or two months. I'm sure it's a work in progress and there will be some problems. Just explore it for a couple of months then drop a laundry list of questions. We can all pitch in to give our experiences and solutions in the mean time.


*grin*, that's a promise.

On the other hand, I do not promise to ask questions to our other scripting gurus (like Gallion )

Just to ease your mind Gallion. I'll try to make sensible questions (if any, there is plenty of material to look at...)

[ 05-31-2002, 14:33: Message edited by: Riga ]

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quote:

Gallion, i suggest you prepare yourself for those questions

When the docs are ready, I'll be ready Cmdr_ Laracuente

First id-ten-tee query (i.e. fails to RTFM and docs) gets the boot

TTFN

[ 07-02-2002, 11:06 PM: Message edited by: Gallion ]

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quote:

v1.0.08 RC15 - 07.17.02

Added IA00024, an EFM based Ter/Ins script

FIXED: Units using the !reach event to detect a navigate waypoint identifier were unable to trigger this event reliably. This invalides all prior saved games.

Scripted objects that are placed using on_planet have an implicit halt order (displayed as HOLD). If a scripted unit is ordered to NAVIGATE to a fixed position, the orders are now set to "NAVIGATE" which is equivalent to FLY TO. Since "FLY TO" is inappropriate for vehicles that can't fly, the displayed text has been changed from to "FLYTO" to "NAVIGATE".

Note that when the unit is navigating, the orders will be either SAD, PURSUE or COLLIDE, depending on circumstances and the nature of the target object.


Nice to see that GBS II is coming along.

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I have released BCStudio v1.39i with some new additions. See the docsbcstudiover.txt file.

Also included is a tag export/import tool. See the docstagexpver.txt file.

Both of these files requires BCM 1.0.08 RC15 or higher!

Also updated Playmod to work with 1.0.08 RC15 or higher.

[ 10-08-2002, 11:21 AM: Message edited by: Supreme Cmdr ]

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Quoting from another thread, as I didn't wanted to go OT

quote:

Well, you've got a long wait because I don't have time to finish the docs. And without the docs, I'm not planning on releasing it to the public. So far, only the devs and testers have it.

Why finish the docs? I only need the basics ...

Most important thing is to know how to compile stuff with it.

Second thing is a command list and a parameter list.

Then if you have time, you explain what each command do.

I'd be ok with just the basics ...

[ 05-19-2003, 11:50 PM: Message edited by: Epsilon 5 ]

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I too am eagerly awaiting GBS2.

who needs docs?

Just frell with it until it stops working and reinstall the game.

BUT most of all... Don't Bug the SC........

you can RTFM when he gets it to you and he'll get it too you on a prompt WTFHFLI (Whenever The * He Feels Like It)

If you're a computer person you know how to monkey with settings and then undo your own mess.

Send that dude out!

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quote:

Originally posted by William McBroom:

quote:

Originally posted by Gallion:

hehehehe, It's ready when it's ready

TTFN

Ok here's a stupid question. What does TTFN stand for?


Ta Ta For Now.

Usually spoken by Tigger (which is Gallion's Avatar if memory serves)

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