![]() ![]() Recently I added hard-kill Active Protection Systems to the T-14, T-15, and the T-90M vehicles. ![]() Tor-M2U's working overtime to shoot down bombers just beforehand (one pictured, near T-14 Armata) Ĭaught an enemy team sneakily moving a bunch of infantry & vehicles I hastily took this screenshot of my base-under-construction, in between it getting attacked. Here are some screenshots from one game on the map 'Dark Knight' which I modified:Ī Chinese ally repelling an attack (glowing unit just literally got promoted the moment I took the screenshot, after shooting down an enemy plane off-screen) Here is a render of the Frozen Conflict map I made, using CnC Renderer (and recently tweaking the compatibility of it's setup to work a little better when rendering maps used in New Horizons, but bear in mind is compressed due to ModDB Only Allowing 4MB pictures!!) Īs you can see, plenty of opportunities availablefor varied gameplay, as well as ample base construction room on all four corners. The players start generally in the 4 corners of the map, never too far from 2 abandoned military bases, and 2 mining camps (which will be a primary source of resources on this map). I made Frozen conflict as I felt there was a lack of large arctic-themed maps with decent urbanised areas, and as such, this map has a town in the centre, complete with a nice variety of mod-specific items (namely the parked vehicular obstacles that have featured prominently in the 3rd new campaign mission based on Kaliningrad, of which I made a skirmish map version!). I have also included a nice map I made from scratch an 8-player map called 'Frozen Conflict'. Some of these new maps are fresh open-sourced, some with minor or even heavy alterations, all of which have been given a special mention in the Randomly Compiled Credits folder. I decided to do a little hunting for some decent additional maps, and go further I've even given them some proper tests. Some of these maps are either untested, or only work under specific conditions (and can therefore be unstable). ![]() Those of you familiar with the New Horizons mod will be aware that I've included a variety of open-sourced maps, as well as official map-pack expansions. I can't exactly take screenshots on-demand to demonstrate this, however you should notice by playing! The past randomised issue of 'stunted' AI growth in skirmish games has been greatly reduced also. After this, I took the liberty of changing further relevant AI factors in the main control file of the game, so now they are overall better in terms of able to actively counterattack, gather/regroup, and stealthily infiltrate, as well as being capable of higher levels of aggression. This helps incorporate more of the newer items I've added, as well as expanding on possibilities the original AI never had, such as teaching the AI to try seize many neutral-controlled buildings, including faction-specific buildings, such as factories. So I set about sorting out the partially corrupted AI file, and from there I decided to greatly expand it Even More. As such, I don't always quite know how to start to write about them! I can start by saying that this version began somewhat by accident one day I was randomly reviewing my AI control file, when I realised it had actually been partially corrupted (*panic mode On*)! Interestingly, the AI were still mostly functioning, even with a partially crippled AI file, which is a testament to how expanded/varied I had made the AI control file. Sometimes when I make enough changes to my mod's working build, and realise there's enough to justify a new release, it's surprisingly easy to forget all the changes I've made. Version 11 was a Huge release (supplemented as Version 11A, and consecutively 11B), so I do recommend reading the article on it, and even previous ones should you be interested. That extra '-2' being very important perhaps more so that any of you may ever understand or appreciate in terms of effort, testing, and debugging I put into it. Greetings fellow Command & Conquer fans, I present the arrival of the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version 11B-2. ![]()
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![]() ![]() The first one is the "index" parameter, which represents the index number of each element.īasically, we can see the index number of an element if we include it as a second parameter: numbers. Using the traditional "for loop" to loop through the array would be like this: for (i = 0 i console.log(number)) Arrow Function Representation Optional Parameters IndexĪlright now let's continue with the optional parameters. In this post, we are going to take a closer look at the JavaScript forEach method.Ĭonsidering that we have the following array below: const numbers = Each method has different features, and it is up to you, depending on what you're doing, to decide which one to use. When you use a for loop, you have to set up a. prototype.The JavaScript forEach method is one of the several ways to loop through arrays. When using the forEach method, youre calling on the Array.prototype method in relation to the array directly. Now let’s see the actual parameters accepted by it.Īrray. In the previous example, you saw how the forEach method works. Javascript array forEach method parameters The typical use case is to execute side effects at the end of a chain. On the other hand, for loops belong to the same scope as the code it is placed in. forEach () executes the callback function once for each array element unlike map () or reduce () it always returns the value undefined and is not chainable. So you won’t have to worry about its code clashing with or unnecessarily changing the variables in the outer scope. ![]() So we can say the use of forEach is much safer.Ī forEach method runs in its own scope. Not manually setting index limits and not directly accessing array items using indices also make forEach method less prone to developer mistakes and unnecessary bugs. When we compare these two looping methods through an array, the forEach method is cleaner and easier to implement since we don’t have to manually set array index limits like in a for loop. The callback executes on every array item, one after the other. We can see that forEach method, instead of retrieving each item using its index, passes each array item as an argument of the callback function. We all are familiar with how to iterate through an array using a for loop.Īrray. Without waiting any longer than, let’s start our exploration. Given its importance, we decided to explore further into Javascript forEach method and see when and where to use it and understand how it works under the hood. As a feature introduced under ES5, it is now supported by all the major browser versions ![]() Unlike the simple for loop, where we use the array indices to access its items, the forEach method executes a passed callback function on each item in the array without manually retrieving each item. ![]() In this post, we are going to take a closer look at the JavaScript forEach method. But did you know that Javascript has a much cleaner and safer method for the same task other than the simple for loop? It’s the Javascript forEach method. The JavaScript forEach method is one of the several ways to loop through arrays. If you were a Javascript developer, you would know that Javascript is no stranger to iterating through the items of an array or a map using classic for loops. The classic for loop is one of the first code snippets we learn to write as programmers. JavaScript forEach - Powered Array for loop Updated on Feb 5, 2021Īs one of the basic control structures in programming, loops are almost an everyday addition to the code we write. ![]() |
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