I've been watching the Code of Martian Control Template here http://developer.anscamobile.com/code/martian-control and I want to try this: The ships land in the planets without drawing a path, I mean, each planet be the goal of certain ships but I want the ships move to the destination not only linearly, and that you have to touch them to destroy before land. But I dont know how to do that. Could you guys guide me about it please?
Thanks
You can define a Lua table for your randomly-drawn path. (I don't know what kind of path you want, if you be more specific, I can think about its production with random location functions etc.) Then, you use transition for every point in your location table.
Related
Refer to image.
The objective is to "enable/disable" the yellow path between experiment runs (purpose is to measure time savings if vehicles have the ability to use short-cut).
What is the easiest way to do this programmatically (i.e. not adding/removing the path manually).
If you have Material-handling transporters using the network, you can programmatically call one of these functions to prohibit usage:
If not, you will have to create the network programmatically upfront and either include/exclude the path accordingly.
One trick before going there: You can try to path.setBidirectional(false); to prohibt travelling against the drawn direction. But obviously, this only helps in some cases.
PS: You can also go all out and take full control of your network by agent-ifying it, see my full workshop here: https://www.benjamin-schumann.com/blog/2022/8/6/taking-control-of-your-network-agent-based-pathfinding
I have a game I am looking to modify a bit by altering the exe code, something I have a little bit of experience with (low level hacking HEX only as I do not have source code of game).
I found a trainer that writes into the game.exe memory to do things like increase health, money etc. The trainer itself can do many things, one of which is preventing enemies from dropping loot once they are killed. This is the function that I wish to embed in the game.exe.
I have found the address of this function in Cheat Engine and have successfully written new data into memory to prevent the look drops. Now my task is how to make this permanent in the game.exe?
Does anyone know how I can translate the changes I make in Cheat Engine into my game.exe so that I no longer need a trainer to make the changes?
Cheat engine does not, as far as I'm aware, have the capability to permanently patch the .exe file. To do this you will want to use OllyDbg which does allow it.
You have already found the address's you need in CE and you can use these in OllyDbg to go right to where you need to change stuff.
Good day,
I was wondering, is it possible to create "indoor" maps with Mapbox for iOS (or does anyone have another suggestion)? I have a PDF of an indoor floor plan. I think I need to convert that to the MBTiles ( http://mapbox.com/developers/mbtiles/ ) format. How could I acchieve this?
Allso, when drawning the "walking route" for the person to certain facilities in the building. "it" should know where the person could walk.
Currently I am trying to create something with CATiledLayers (but I am kinda stuck (I can display the map, using "a tile" format.) and was looking and MapBox might be usefull since it has things like 'drawning' vectors on the map, or icons with information and such. For the walking directions I was thinkin about 'dotting' the walking routes so "Dijkstra's" algorithm" could determine the path. How could I go about this in Mabbox, even if possible?
Any help in the right directions would be greatly appreciated.
Kind regards,
Matthijn Dijkstra
You can likely do this with MapBox. In order to get an image or PDF into MBTiles format, you will want to use TileMill. You basically need to get your imagery into a geographic format. The easiest way would be to export the PDF as a TIFF, then make it a GeoTIFF and follow these instructions. That will let you geo-enable the imagery, get it into TileMill, then export it as MBTiles. Then, you could use the MapBox iOS SDK to bring it to iOS.
You could use a service such as indoor.io to generate the maps. There are a bunch of indoor services out there and more coming on the market.
Do you know any chess move validation library for ActionScript 3 ?
I have searched in google but I can not find anything.
Please tell me if you know.
If there isn't any library, I think that I have to port from Java to AS3.
I think I'd just write it because it is going to end up very tightly bound to your game/position representation.
Think about it: ust legal moves, or move validation in game context (50-move rule, 3-time repeated position, en-passant, promoted pieces, castling availability...?).
You might even have to pass the entire move history for the game.
It is not that much work if you think about it.
http://code.google.com/p/osas3cf/updates/list
That one has code included for a chess move validator. Check it out
I have a list of 200 some addresses. I used geocommons to convert these addresses into long/lat coordinates in kml and gpx format. I need to generate a map by connecting all the points to create a path. What would be the best way to do this? Is there a service that automatically does this, or should I dabble into something like the google maps API?
You need links between the nodes to calculate some kind of path. To get a realistic path for say a car or a person you need a accurate road data. This is normaly something you pay for, at least where I come from, but maybe there some way to get it for free.
If you get the road data it will probably not in wgs84, rather in some local or national system and you probably have to convert your point in to that other coordinate system.
To do the calculations you could use some kind of "GIS-tool" like the Open Source QGIS. I'm not cure if they got a one-click solution for your problem but I believe you can solve it with this tool. There are also well-defined algoritms to solve it by hand, just search for Traveling Salesman Problem.
Regards