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I lack the enthusiasm to think of a title.....

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Sir Sapo


Hey everyone!

So I had this whole post I was going to post last night, and then they had to do some "routine maintanence", cutting me off from my favorite late night time waster.

First off, I'm going to apologize for the lack of content in todays video, all I really did was tweak some values and code a couple little features (see below). Anyways, here it is:

Download The Video! (7.96MB)

Coding Thing #1: Sensor Buoys
The sensor buoys in the game are pretty much little "ships" that other ships (ie. Destroyers, Scout Ships, etc) can drop. The beacons, while immobile, and lacking in offensive and defensive mechanisms, acts as a pair of eyes for your fleet. You can move a scout ship in front of your fleet, drop a beacon and then pull back within the protection of the fleet, and since the beacon remained in front of the fleet, you can see that much farther into the fog of war in front of your fleet, giving you tactical advantage. Anyways, the programming side of it was pretty straight forward, the buoy itself is just a ship with its attack and movement values set to 0. After that, all I had to do was write some exception code for the designator labels so that it didn't output some info, and voila!

Heres a screen of a Carrier (using the battlecruiser texture), with all 3 of its fighter squadrons (with my crappy drawings) deployed to the front, and a beacon(that was me too[grin]) deployed to increase its sight range (as you can see in the minimap).

Anyways, I suspect Mark will have something new for me tonight, so I'll probably make another post later today, Peace Out!
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