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#Warcraft 2 ogre pdf#
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#Warcraft 2 ogre full#
Enjoy more free content and benefits by creating an account Saving articles to read later requires an IEEE Spectrum account The Institute content is only available for members Downloading full PDF issues is exclusive for IEEE Members Access to Spectrum's Digital Edition is exclusive for IEEE Members Following topics is a feature exclusive for IEEE Members Adding your response to an article requires an IEEE Spectrum account Create an account to access more content and features on IEEE Spectrum, including the ability to save articles to read later, download Spectrum Collections, and participate in conversations with readers and editors. It's facinating stuff, I wish I had more time to look at it right now.Stay ahead of the latest technology trends.
#Warcraft 2 ogre code#
The pathing code advance calculates the next 20 steps for all moving units, then adjusts if that path is blocked, but it does this independantly of the unit's speed, the timing is being dictated somewhere in the core of the engine. This sort of thing tends to suggest that the timing of such things is built into the AI, there must still be a bunch of numbers somewhere that at the very least describes a minimum time interval for units taking their next action, but it may or may not be a list for each unit type, as with most unit attributes. Also peons/peasants move slower when they are carrying. Telling a cat to attack something in range doesn't guarantee it will do it asap. Melee units tend to just hit anything in range, but cats and drags etc.
![warcraft 2 ogre warcraft 2 ogre](https://gamepedia.cursecdn.com/wowpedia/6/69/Dunemaul_Ogre_Mage.jpg)
are units with short lives, but the game engine isn't designed to let you select them or move them etc.Īttacks and range are in the the PUD format, speed is not (attack speed or movement speed).Īlso certianly there is no guaranteed attack speed for units. Pretty much everything apart from the map is a unit, spell effects etc. maybe but I doubt they're ever going to function properly, all the player controlling stuff is written for players 1-8. Player 15 is also used for internal purposes. That's where the pixels go when they are punched to death by ogre-magi. I'd hate to spoil the party, but here's a small bit of info for you. PUD format allowing for up to 16 players in some sections. for rescue and gaining multiple races for each player. grp and import them into the game, (and lets face it, that would be freakin AWESOME ) but sadly its not going to give you a boost button or make them jump off a ramp into you opponents base.Īs for using 16 players - or at least having units assigned to 16 different players i.e. Sure, if you put the time into it you could convert some of the graphics to. Its pretty cool, but there is no more chance of anything from Wargus applying to WC2 than stuff from Mario Kart. As has been mentioned, Wargus is a completely different program to WC2.