Settle this Battle ground

What is better TWM or ACCM i personaly think that ,TWM has it all i have never had any problems with the zombies, even in ACCM 1.3.2 its riddled with bugs and i looked at phantoms code its neat much neater then yours nukem butr thats my opinion


No abusive Behaviour here at all this is a friendly dispute




Finish the battle once and for all.
«1

Comments

  • ACCM lags less.
    TWM has more people.

    I wont vote. / '_' \

    I'll go heat up the popcorn...
  • Why did you make this thread? First off, ACCM's true code had never been released, so don't try to say his code is neater if you've never fucking seen mine. Secondly, EOLK is the cause of all the bugs, not me. ACCM 1.4 already fixes countless bugs. Also, ACCM is more realistic, TWM is based on Harry Potter and Gears of War. TWM only has more people because I have yet to release ACCM 1.4 and 1.3.2 is more or less 1.3.1 with a few bug fixes and no real additions, those additions were saved for 1.4.

    There is not battle to end, Shane, please close this thread. Zeph, STOP STARTING THESE POINTLESS THREADS, all they do is start more E-Drama and I'm personally sick of it.

    EDIT: Zeph, you've succeeded at pissing me off. Congrats. Also, jackass, since you've obviously never seen my code before, here's a little snippet. My code is rather neat and clean, the cleanest I've seen for T2 actually. I've personally never looked at Phantom's code, but the few times he posts functions on the forum, all it does is call a combination of separate functions. If you want to see messy code, look at Dondelium's (which is probably what you saw and assumed was mine), Alviss', or Dark Dragon DX's code.
    function DeployedShieldLoop(%obj)
    {
       if (!IsObject(%obj))
          return;
    
       if (%obj.getDamageLevel() == 1.5 || %obj.getDamageLevel() > 1.5)
       {
          schedule(100, 0, "DeployedShieldLoop", %obj);
          return;
       }
    
       if (!%obj.PowerCount)
       {
          schedule(100, 0, "DeployedShieldLoop", %obj);
          return;
       }
    
       %Type = $TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType;
       InitContainerRadiusSearch(%obj.getPosition(), 25, %Type);
       while ((%target = ContainerSearchNext()) != 0)
       {
          if ((%target !$= %obj) && (strstr(%target.getDatablock().getName(), "Zombie") != -1))
          {  // Lets kill any Zombies in contact with the shield.
             %target.zapObject(1);
             %target.scriptkill($DamageType::Idiocy);
             serverPlay3d("ShockLanceHitSound",%target.getWorldBoxCenter());
             %obj.applydamage(0.1); // Damage the Purge Generator.
             %obj.playShieldEffect("1 1 1");
          } else if ((%target !$= %obj) && (%target.getDatablock().getName() $= "DemonFireball") || (%target.getDatablock().getName() $= "LZombieAcidBall"))
          {  // Lets delete any Zombie projectiles in contact with the shield.
             %obj.applydamage(0.05); // Damage the Purge Generator.
             %obj.playShieldEffect("1 1 1");
             %target.delete();
          }
       }
       schedule(100,0,"DeployedShieldLoop",%obj);
    }
    
  • Dont see how you can have a "combat construction mod" poll with out an option for CCM on there...
  • If you want to see messy code, look at Dondelium's (which is probably what you saw and assumed was mine),

    Hey Hey, them is fighting words! My actual format is pretty good actually, but some of my earlier code I will admit, is horribly bad.
  • I'll go heat up the popcorn...
    Looks like I might need some more.
  • A friendly dispute on the internet...

    Honestly, how can you NOT see what's about to go down here?
  • Hey Hey, them is fighting words! My actual format is pretty good actually, but some of my earlier code I will admit, is horribly bad.

    lol I had to bring your earlier code up. :p I swear it's like reading Japanese sometimes...

    Btw Dond... Did you know the zombies in your latest version of CCM are broken? :( There was a little error somewhere in the zombie AI that I think you need to fix. :p
  • Zeph, you've succeeded at pissing me off. Congrats. Also, jackass, since you've obviously never seen my code before...


    I actually have my doubts if wether he knows how to tell messy from clean code.
  • I guess you're right, he most likely has no clue.
  • There is no battle. ACCM's focus is totally different from TWM's.
  • Bln, your function you posted could have cleaner/fewer if statements :)
    function DeployedShieldLoop(%obj)
    {
       if (!IsObject(%obj))
          return;
    
       if (%obj.getDamageLevel() >= 1.5 || !%obj.PowerCount)
       {
          schedule(100, 0, "DeployedShieldLoop", %obj);
          return;
       }
    
       %Type = $TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType;
       InitContainerRadiusSearch(%obj.getPosition(), 25, %Type);
       while ((%target = ContainerSearchNext()) != 0)
       {
          if (%target !$= %obj && strstr(%target.getDatablock().getName(), "Zombie") != -1)
          {  // Lets kill any Zombies in contact with the shield.
             %target.zapObject(1);
             %target.scriptkill($DamageType::Idiocy);
             serverPlay3d("ShockLanceHitSound",%target.getWorldBoxCenter());
             %obj.applydamage(0.1); // Damage the Purge Generator.
             %obj.playShieldEffect("1 1 1");
          } else if (%target !$= %obj && (%target.getDatablock().getName() $= "DemonFireball" || %target.getDatablock().getName() $= "LZombieAcidBall"))
          {  // Lets delete any Zombie projectiles in contact with the shield.
             %obj.applydamage(0.05); // Damage the Purge Generator.
             %obj.playShieldEffect("1 1 1");
             %target.delete();
          }
       }
       schedule(100,0,"DeployedShieldLoop",%obj);
    }
    

    I didn't test it, but it should work...
  • Okay, let's take over the thread and have it be a script-cleaning centre.

    Everyone post crappy code!
  • gadfgasdf
    gadf
    ga
    dfg
    adfg
    
    You said crappy code.
  • TWM is based on Harry Potter and Gears of War.
    There is no way Phantom can be 18 and love Harry Potter.
  • lol... something tells me that past events are going to make this vote bias, but i voted anyway... sure twm has its quirks but that seems to be its downfall at exactly the same time, accm, lacking in fuckloads of stuff and therefore potential, but the things i have seen are of the highest quality, and in my mind quality over quantity will always win, nukem, grats, phan same to you, but i just cannot follow, considering you are making a sequal and it seems to resemble the shadow of twm1.... unbalanced, but its in its beta stages so perhaps i shouldnt be so synical, but all the same, dont reapet the mistakes made on twm1 or twm2 may as well carry on in twm1 necrotised form
  • Bln, your function you posted could have cleaner/fewer if statements :)
    function DeployedShieldLoop(%obj)
    {
       if (!IsObject(%obj))
          return;
    
       if (%obj.getDamageLevel() >= 1.5 || !%obj.PowerCount)
       {
          schedule(100, 0, "DeployedShieldLoop", %obj);
          return;
       }
    
       %Type = $TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType;
       InitContainerRadiusSearch(%obj.getPosition(), 25, %Type);
       while ((%target = ContainerSearchNext()) != 0)
       {
          if (%target !$= %obj && strstr(%target.getDatablock().getName(), "Zombie") != -1)
          {  // Lets kill any Zombies in contact with the shield.
             %target.zapObject(1);
             %target.scriptkill($DamageType::Idiocy);
             serverPlay3d("ShockLanceHitSound",%target.getWorldBoxCenter());
             %obj.applydamage(0.1); // Damage the Purge Generator.
             %obj.playShieldEffect("1 1 1");
          } else if (%target !$= %obj && (%target.getDatablock().getName() $= "DemonFireball" || %target.getDatablock().getName() $= "LZombieAcidBall"))
          {  // Lets delete any Zombie projectiles in contact with the shield.
             %obj.applydamage(0.05); // Damage the Purge Generator.
             %obj.playShieldEffect("1 1 1");
             %target.delete();
          }
       }
       schedule(100,0,"DeployedShieldLoop",%obj);
    }
    

    I didn't test it, but it should work...

    lol of course it works. The if statements could be cleaner, but the way I set it up makes it a bit easier to read. To me the brackets (or whatever the hell they're called lol) serve as dividers so it's easier on the eye instead of guessing what starts where. Other than the mass amount of bracket things... That particular function is public, and can be found in the packs folder. So I added comments for any newer coders who wanted to see what did what.
    ...accm, lacking in fuckloads of stuff and therefore potential, but the things i have seen are of the highest quality, and in my mind quality over quantity will always win...

    Which is why I take the time to make sure shit works, and make certain things better and more effective instead of just adding every new thing that comes to mind. Then Eolk comes along and stomps on it then lulz at me. :(
  • lol wtf XD
  • I hope you know where that's from.
  • Nope. Not a clue. I can care less tbh.
  • Double post! :D

    Shane, please close this rather pointless thread. :(
  • Dear lawd, stop creating these pointless threads!
  • I vote for the original CCM
  • Finish the battle once and for all.

    Get out of here newbood, you cant even begin to comprehend the complexities and attributing factors of this subject.

    And nukem, my code is very neat and tidy, imo, much easier to read than yours. >:(
    function SimGroup::UnifyBuildings(%group)
    {
      // get the max health, have to remove the Index suffix
      %group.MaxHp = $CCBuildingHealth[ %group.getName() ];
    
      // give all the pieces the nameplate of the building
      for (%i = 0; %i < %group.GetCount(); %i++)
      {
        %obj = %group.GetObject(%i);
    
        if (%obj.GetTarget() == -1)
        {
          // best function i've ever learned. :)
          %target = CreateTarget(%obj, "", "", "", "", %obj.team, "");
    
          %obj.SetTarget(%target);
        }
    
        %name = $CCTypeToName[%obj.Type, %obj.Team];
    
        setTargetName(%obj.getTarget(), AddTaggedString(%name));
      }
    
      // let all the pieces know the change.
      %group.SetHealth(%group.MaxHp);
    }
    
    //------------------------------------------------------------------------------
    
    function SimGroup::SetHealth(%group, %Hp)
    {
     %group.Hp = %hp;
    
     if (%hp <= 0)
     {
       %group.DestroyBuilding();
       return;
     }
    
     %percent = %hp / %group.MaxHp;
    
     for (%i = 0; %i < %group.GetCount(); %i++)
     {
        %obj = %group.GetObject(%i);
    
        %max = %obj.getDatablock().maxDamage;
    
        %obj.SetDamageLevel( %max - (%percent * %max) );
     }
    
    }
    
    

    Heres my recent code for C&C
  • Not to me it isn't. You put too many spaces. Now can someone close this thread already?
  • There is no way Phantom can be 18 and love Harry Potter.

    say hello to the source of the violence right there. I don't 'love' it.

    These threads are however pointless and should stop as they prove nothing. People who have never even played either mod vote senselessly because of reasons against the developer. honestly oswald, get a life, insulting me does nothing. You can easily see this by looking in the case of nukem here.

    So, I'll make this as simple and easy to understand as possible:

    1) Grow up
    2) Shut up
    3) Go Away

    Nukem, you do write messy code, you just don't know what we mean by it.
    //Moves an object (%obj) to a position (%newPos).
    Function MoveObject(%obj, %newPos) {
       if(!isObject(%obj)) {
          return;
       }
       %obj.setPosition(%newPos);
    }
    

    These are the formatting guidelines I follow:

    1) Keep brackets on the same line on the function declaration or statement
    2) Tab 3 statements in each code block, for datablock creation, 4.
    3) Keep all if blocks in brackets, even if they are only one line (adds for possible placement in the future)
  • say hello to the source of the violence right there. I don't 'love' it.

    These threads are however pointless and should stop as they prove nothing. People who have never even played either mod vote senselessly because of reasons against the developer. honestly oswald, get a life, insulting me does nothing. You can easily see this by looking in the case of nukem here.

    So, I'll make this as simple and easy to understand as possible:

    1) Grow up
    2) Shut up
    3) Go Away

    Nukem, you do write messy code, you just don't know what we mean by it.
    //Moves an object (%obj) to a position (%newPos).
    Function MoveObject(%obj, %newPos) {
       if(!isObject(%obj)) {
          return;
       }
       %obj.setPosition(%newPos);
    }
    

    These are the formatting guidelines I follow:

    1) Keep brackets on the same line on the function declaration or statement
    2) Tab 3 statements in each code block, for datablock creation, 4.
    3) Keep all if blocks in brackets, even if they are only one line (adds for possible placement in the future)

    Ungh here we go. First off, everyone who voted has played ACCM and TWM, I know that for a fact. Secondly, dumbass, I didn't even insult you the entire fucking time, until now. Thirdly, you don't need to keep brackets on the same line to make it clean, separating the brackets to each line makes a space which makes the next line clear and much easier on the eye, thus easier to read. I do that, and Alviss does that to a bit larger but unnecessary scale. Phantom I know for a fact you haven't seen my code either (all my stuff except for a few old things are in ACCM's .dso files), so stop saying I write messy code just because Zeph said it.

    Now... Shane or fucking someone... Can you please close this useless thread already?.. I've only asked like 3 times... :p
  • Pitch me in for 4, close this ridiculous thread.
  • You all think this thread is pointless and yet...


    YOU ALL KEEP POSTING HERE


    If you really think a thread is that pointless, why the hell would you add to it?

    Better idea instead of begging the admins: Don't post in it and let it die.
    By posting in it, you add to it's life span
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