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introduced an arrow shooting tower #32
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Instead of adding all the events for starting and stopping the animations, wouldn't it be easier to make the turret rely on the behavior tree for that? It seems to be exactly what the turrent would need. |
@portokaliu sorry, but i have little knowledge on behaviour trees. I did not yet use it in towers, yeah but they are supposed to be used in turrets. Will read about behaviour trees and how they work |
@0shine0 you can look at https://github.com/Terasology/Behaviors/wiki for that purpose or bug dkambersky in the ai channel on slack. He explained fairly well as well |
@ForceBlockActive | ||
public class EntitiesConnectorComponent implements Component{ | ||
public List<ConnectingInfo> childEntities = Lists.newArrayList(); | ||
|
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How would this be different from what the LocationComponent
?
// @Replicate | ||
// public Quat4f angularAccel = new Quat4f(0, 0, 0, 1); | ||
// @Replicate | ||
// public Quat4f angularForce = new Quat4f(0, 0, 0, 1); |
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Are the commented lines ever going to be needed?
If yes, you should rename the stuff, like LinearForce and AngularForce (which can just be named Torque)
Force is pretty much acceleration x mass. If there is no other difference I don't see why the differentiation would be needed.
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commented lines may be needed for rotational purposes. Yeah, i will name it as torque. I introduced Force so that a constant force could be applied entities with different masses so that their accel will differ for same force
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But does acceleration still need to exist if you already use the force + mass combo? I see it as either use one or the other, but you may have other plans, so I'd wanna hear them :)
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I mostly use them for gravitational accel, as well for force field accelerations in the future, where the acceleration will be constant for each entity irrespective of mass. I guess we can bypass accel by implementing that in force itself, never gave much thought about implementation. I will optimize the whole module rigorously after gsoc is over.
if(sniperScope.scoped){ | ||
nuiManager.getHUD().addHUDElement("scopeHud"); | ||
} | ||
else{ |
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Small code formatting issue: this should look like:
} else {
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Didn't checkstyle flag it up?
It is the blue slab type block in the inventory.
Just place is as you would a normal block.
To get more from console type : "give arrowTower"