Posted: 20th Aug 2003 8:54
It has a few comments, but not many.

Features:
---------
unit selection
group hotkeys (ctrl + 1-9 to assign group number)
basic unit movement and animation



As I said, this is a bare bone of an engine. If you want to make your own RTS, you still have to do much of the work. Such as pathfinding, building and unit construction.

http://angelfire.com/80s/phaelax/rts-dbpro.zip
Posted: 21st Aug 2003 18:34
This has the most accurate 3D rts mouseclicking/unit positioning I have ever seen (and I thought mine was good) - this is incredable, but several features of it seem to slow it down, I going to see if I can clean the code up to increase speed. Also add a few functions to it so that it can be easily used.

Otherwise this is a pretty incredable coding, and is the best attempt at a 3D rts in DBPRO that I have seen so far.


RED GENEREAL
Posted: 22nd Aug 2003 21:12
Nice code Phaelax !!! The best rts code I seen so far
Posted: 23rd Aug 2003 16:18
very nice code and fast too.
Posted: 23rd Aug 2003 19:40
Unbeliavable.... =)
Posted: 27th Aug 2003 5:20
I dont know why... but the second time I executed the code the models turned invisible..I didn't make any change #) I already downloaded the file again and still the same problem #) strange..
Posted: 28th Aug 2003 22:42
rock on dude! We should keep adding to this and then get a RTS making competition going on.
Posted: 28th Aug 2003 22:54
Hey,

Very good. I especially like the little display of which units are selected at the bottom

Isn't it funny we came across the samew idea for keeping units in formation while moving?

You may want to have a look at my rts in the beta forum.
Posted: 29th Aug 2003 7:57
thx, and david89 I'll take a look at it.
Posted: 1st Sep 2003 12:39
still working on it - make be some time, but i will put up the coding when I am finished with all the nessecary rems

RED GENERAL
Posted: 21st Sep 2003 3:37
Dude, those icons are from AOE II, aren't they?
Posted: 21st Sep 2003 15:20
Yeah, just noticed they are.
Posted: 22nd Sep 2003 11:04
hehe, yup! I was using that game as a reference sort of. Age of Kings is probably my favorite rts.
Posted: 22nd Sep 2003 17:43
mine too
Posted: 24th Sep 2003 0:10
This is excellent Phaelax! It's doing a lot to teach me about 3d camera positioning (and reminding me a little too much of maths )

I need a way of calculating which matrix tile has been selected as opposed to the exact location on the map. Whats the best way to alter your _Click_Matrix_Position subroutine to achieve this coz I don't think there's any way I could work it out for myself
Posted: 24th Sep 2003 2:11
I answered this in your other post, but I'll tell ya here as well. You don't need to edit the subroutine at all, just the results it gives.

if matrix tiles are say, 50x50 units, then:
x = matrix coordinates
z = matrix coordinates

tilex = x/50
tilez = z/50

that's assuming your first tile starts with number zero and not 1.
Posted: 24th Sep 2003 16:11
Thanks Phaelax,

What software did you use to create the units and their animations? I only ask as I need to make some and have no idea where to begin.
Posted: 25th Sep 2003 11:23
I got the models from DarkMatter.
Posted: 25th Sep 2003 23:32
Thanks. I'am working on a city building game and it's a great guide for the control of armies.
Posted: 29th Sep 2003 23:35
Only thing missing is pathfinding, and it would be a mini game in its own right!