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ReplayMod
   
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199.178 KB
2020 年 2 月 3 日 上午 10:21
2020 年 4 月 18 日 下午 7:48
7 项改动说明 ( 查看 )

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ReplayMod

描述
It just function as its name.
Usage
There is a record checkbox and a replay checkbox.
  • check record
    and start simulation, and then blocks start to record their motion.
  • check replay
    and start simulation, blocks will replay what have been recorded. After the replay is done, the machine continues to simulate, the simulate-after-replay feature.
  • check both record and replay
    and start simulation, after the replay is done, blocks will record their motion right after their last record, the record-after-replay feature.
Save
You must be careful with this. A record file is not part of machine. Saving machine and loading again will make any record GONE!
Every block has a channel ID, and each record of block in one record file also has a channel ID.
First, you need to allocate channel IDs for blocks.
Second, DON'T FORGET TO SAVE YOUR MACHINE, so that channel IDs will be saved with machine.
Third, save the record file.
Load
First, load the machine.
Second, load record file. This mod will match channel IDs to assign the right record to every block.
About Multiverse
It works well in SP and, in Multiverse if there is only the one player. Multi-players recording is not tested.

Advanced Tricks
Some special tricks you can use due to its feature.
Additive Loading
You can use additive loading to combine two pairs of machine and records or more pairs into one pair.
Step 1, load the first machine and its record.
Step 2, load the second machine with additive loading.
Step 3, select the whole second machine with selection tool.
Step 4, load the second record. Then go to step2 if you have more pairs to load.
The point is that record loader will only try to match record with blocks in selection if you have a selection. Though two machines may have duplicate channelID, you only selected the second one.
Notice: For the core block that changed into a ballast, the record on this "ballast" probably won't load. Better build your film scene without a core block on machine.
Simulate with Replay
For blocks that have record, it will replay after simulation. Other blocks will just simulate. So you can have a simulate car together with a replay car. You can control the simulate car to chase the replay car. And if you check both replay and record, the simulate car will record, and you got two replay car, and you can add a third simulate car if you want.
if you have many cars in scene it will lag. To Make it less laggy, you can delete most blocks and just keep a few blocks of replay cars, and you record your car chasing those few blocks, and you can later combine them with additive loading.
Notice: Simulate connecting to record is not suggested. Better don't try adding a simulate machine gun in a flying replay helicopter, or landing a simulate plane on a flying replay carrier, or refilling a simulate jet behind a replay tanker aircraft.
Record Existence
Record only stays on an existing block. if a block is deleted and then undone, the record is gone. if you undo add block and then redo, the record is gone. If you duplicate a block, the new block will not have the record.
After Camera
Camera blocks never record or replay. Some feature can be very useful. You can add camera blocks before or after record as you wish, they will all stick to the replay body.
About Memory Usage
This mod is definitely a memory eater. The memory usage = block count * record time * c. A record of 1000 blocks and 450 seconds takes up 1GB. Besiege is a 32-bit program and only uses 4GB at most. A 64GB computer won't help.

bugs
  • Automation blocks can still affect blocks in replay
    If a flamethrower did not fire in record, it must not fire in replay. Pressing the fire key in replay won't fire, but if the key is emulated by something like timed block or logic gate, it will trigger.
  • Some blocks are not replayable now:
    *Spring & Rope: unable to replay length change and retraction. Solution for now is not to use the simulate-after-replay feature on spring and rope.
    Cross bow & two cannons: unable to replay shots. Solution for now is not to use these blocks on you machine or manually fire during replay.
    Grabber: unable to replay grab/ungrab. Solution for now is not to use the simulate-after-replay feature on grabber, and disable auto-grab before replay.
    TimedBlock & LogicGate: unable to replay logic state. No solution for now.
  • Some blocks have little replay error:
    Rocket: unable to replay explosion precisely. it means you might have rocket exploded 0.05 seconds earlier or later. Just don't rely on its explosion time for something like proximity fuse.
    FlyingBlock: Replay difference between different simulation. If you replay a flying block twice, its visual might have different rotation angles.
The game developers should have a look at this:
https://docs.google.com/spreadsheets/d/1TPUsCQBK48Izh7YdM9CYa0pZF6oRr2WulBqrc0JC8NA/edit#gid=1998796257
(Automation blocks not listed now)
28 条留言
ConMan3983 8 月 3 日 下午 10:48 
the infinte ammo cannons dont work
GameNik0 6 月 28 日 上午 8:15 
как сделать чтоб не лагало?
John_China 3 月 7 日 上午 5:17 
bro how the hell do i open the replay
BloodYuri 2024 年 7 月 24 日 下午 8:04 
The bomb is not explode on right position.
Can you fix it?
EOS3565 2024 年 4 月 8 日 上午 9:50 
啥时候能针对新版本的游戏做一下适配啊?现在基本录不上零件了。
Jahre_Viking 2023 年 11 月 25 日 上午 1:22 
bugs are rare and if there is one they are not noticeable ;).
i UsEd To ThInK iT bUgEd but I wAs UsEiNg It RoNg.
Helped me a lot
37115 2023 年 5 月 15 日 上午 11:06 
cool
Big Mathis 2021 年 6 月 18 日 上午 7:21 
Amazing mod. I hope you will fix the bugs in a future update.
Nebula 2021 年 6 月 13 日 下午 2:14 
Hello, idk if you still respond, but how would I set up a midair collision? Thanks!
53k7e6e4 2021 年 3 月 18 日 上午 8:08 
عظيم جداً