Skirmish Revamped [message #336731] |
Sun, 22 June 2008 11:31 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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I think there are some people who still remember this topic:
http://www.renegadeforums.com/index.php?t=msg&goto=250027&rid=20791#msg_ 250027
Well...I've got some good news for you. I started playing Renegade again and I also started modding again. Since I have graduated from highschool I now have time to finish this project. I will restart the whole project.
What is my idea?
My idea is to revamp the whole Multiplayer Practice mode. This includes:
- Bots with better AI.
- Vehicle bots which attack almost the same way as an online player.
- Multiple specials on the field. (Not just one havoc, but 3 or 4.)
- Buildings getting repaired this time. (probably automatic regeneration, see next section)
Points which i'm not sure of if it will work:
- Engineers/Hotwires/Technicians repairing buildings/vehicles.
- Vehicles attacking enemy buildings (Neo_Vehicle_Ai does not support this...)
- Vehicles not spotting stealth units until revealed or at a range of 30 feet.
- Using SSGM crates without having to run SSGM.
- Bots picking up crates.
- Bots placing beacons.
- List will be updated...
I don't have time to finish this whole thread now so I suggest you read the other thread which you can find at the top of this one.
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Re: Skirmish Revamped [message #336867 is a reply to message #336731] |
Sun, 22 June 2008 16:05 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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Would be nice if I got this working:
Engineers/Hotwires/Technicians repairing buildings/vehicles disarming beacons.
Vehicles attacking enemy buildings (Neo_Vehicle_Ai does not support this...)
Vehicles and infantry not spotting stealth units until revealed or at a range of 30 feet.
Using SSGM crates without having to run SSGM.
Bots picking up crates and weapons.
Bots changing weapons (ramjet for light infantry, railgun for vehicles etc..).
Bots refilling!!!
Bots placing beacons and disarming/defending beacons.
[Updated on: Sun, 22 June 2008 23:59] Report message to a moderator
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Re: Skirmish Revamped [message #337191 is a reply to message #336731] |
Tue, 24 June 2008 01:15 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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Ok, so i've been trying some stuff. I have been trying stuff with hotwires repairing a building. My idea was this: You put a script zone over the Master Control Terminal. Then you add a script: JFW_Attach_Script_Custom. Then the script: M03_Engineer_Target wil be added as soon as the custom message is received. Then I added the script: JFW_Damaged_Send_Custom to the Advanced Guard Tower building controller which is supposed to send the message to the script zone as soon as it's damaged. But for some reason the hotwire isn't repairing the script zone area when the Advancde Guard Tower is damaged.
Does anyone know a working method, or can someone tell me what i'm doing wrong?
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Re: Skirmish Revamped [message #340257 is a reply to message #336731] |
Fri, 11 July 2008 01:25 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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I am putting this project on-hold untill the release of Tiberium Technologies Scripts 4.0 + Renegade update since that will give me more options, and will make scripting more easy. Also a lot of bugs will be fixed that way and hopefully I can get some things to work then like:
Bots repairing buildings. Bots placing beacons etc.
I promise you guys that I will finish the project as soon as those are released
[Updated on: Fri, 11 July 2008 01:26] Report message to a moderator
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