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o0netquik0o's avatar
o0netquik0o
Rising Ace
5 years ago

Update/fix for some scripts need testing

Hi all!
I'm going to release a new version of CnCTA SoO SCRIPT PACK
https://forums.ea.com/en/commandandconquer/discussion/255376/cncta-soo-script-pack-browser-links-updates/p1

with some scripts updates and new fixes

i need some testing before release for these fixes:

MaelstromTools Dev (Modv1.6 for MCV) 0.1.4.7d
- Gain per Hour fix for buildings that have packages <12 level
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/issues/6#issuecomment-766294151

TA_Tiberium_Alliances_Battle_Simulator_V2 20.11.28
- Fix for Sim View with Autorepair (sime stats disappear if autorepair runs after minutes)
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/issues/7

TA_Wavy 0.5.6
Distance FIX

you can find these testing script fixes in testing branch
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/tree/Testing

Thanks all.
@nefrontheone @iguanaworld

139 Replies

  • @Dobloskia
    what says the rest of the log? because as you can see Canupgrade is true so it's not my mod involved something is happening after
  • I'm quite sure the problem is not linked to my mod. (you can try using the previous version to check).
    I think there are other problems related to the priority system function in the script. That would require heavy debugging to find out.
  • @Dobloskia Can you run this code and tell me results?
    First select Dobloskia02 in the game
    then in console run
    var city = ClientLib.Data.MainData.GetInstance().get_Cities().get_CurrentCity();
    var airRT = city.get_CityUnitsData().GetRepairTimeFromEUnitGroup(ClientLib.Data.EUnitGroup.Aircraft, false);
    var vehRT = city.get_CityUnitsData().GetRepairTimeFromEUnitGroup(ClientLib.Data.EUnitGroup.Vehicle, false);
    var infRT = city.get_CityUnitsData().GetRepairTimeFromEUnitGroup(ClientLib.Data.EUnitGroup.Infantry, false);
    console.log(airRT, vehRT, infRT);
    _test = window.FlunikTools.Main.getInstance();
    console.log(_test.totalRepairTime(airRT, vehRT, infRT));
  • ok yes it is probably the reason you can't get those some building upped. Now i just can't understand why the script put limit of "14400" (you have 90128) for upgrading. why calculating the a "totatl repair time" (function based) for air vehicles and infranties ..before upgrade?
  • so let's try to help me understand... reading the code we have that
    CY
    CC
    Support Buildings
    Refineries
    Pow
    Harvesters
    Accumulators
    Silos
    will upgrade only if you have a total repair time (seems just as sort of max among air veh and inf) is less than 4 hours

    why this?
  • https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/raw/Testing/TA_Autopilot.user.js

    @Dobloskia test this
  • good tell me if you find any otner issues.. (also defense units should now be fixed). I will change the code of the script deleting many of redudant codes meanwhile
  • maybe i will add a script log entry for buildings that are skipped for worldmaxlevel reached
  • thanks to you @Dobloskia in name of the community. I will notice you here when i will have a script code version without much useless code (many variables are set but never used in the code). In general i don't like the code of this script but anyway.. if it works is a plus.

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