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Skirmish Revamped [message #336731] Sun, 22 June 2008 11:31 Go to next message
Spyder
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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.
Re: Skirmish Revamped [message #336732 is a reply to message #336731] Sun, 22 June 2008 11:37 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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i need to see this Very Happy
Re: Skirmish Revamped [message #336748 is a reply to message #336731] Sun, 22 June 2008 13:13 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
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Sounds like a good project. Hopefully you finish it this time Smile

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Re: Skirmish Revamped [message #336759 is a reply to message #336748] Sun, 22 June 2008 13:50 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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Awesome, you need to have it so there's more activity on the battlefield (constant explosions and stuff). This would make good practice. Very Happy

You should also have this on other maps too, besides just Under.

Good luck.
Re: Skirmish Revamped [message #336789 is a reply to message #336731] Sun, 22 June 2008 14:40 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Permabanned for trying and failing DDoS
Do you need some Level Edit Scripts ? just ask me...
Re: Skirmish Revamped [message #336867 is a reply to message #336731] Sun, 22 June 2008 16:05 Go to previous messageGo to next message
Spyder
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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]

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Re: Skirmish Revamped [message #336901 is a reply to message #336867] Sun, 22 June 2008 16:32 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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Nero wrote on Sun, 22 June 2008 18:05

Vehicles not spotting stealth units until revealed or at a range of 30 feet.

and bot infantry would be nice.

Quote:

Bots placing beacons.

Repairing beacons too!?

[Updated on: Sun, 22 June 2008 16:33]

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Re: Skirmish Revamped [message #337051 is a reply to message #336731] Mon, 23 June 2008 08:31 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Permabanned for trying and failing DDoS
Whats when its finished it? you release it? lol just make some TEMP spawners, use M08 Mobile Vehicle Script and you are done. Oh dont forget the M03 Engineer thingy.
Re: Skirmish Revamped [message #337052 is a reply to message #336731] Mon, 23 June 2008 08:33 Go to previous messageGo to next message
Spyder
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I'm gonna release it to the public Big Ups
Re: Skirmish Revamped [message #337053 is a reply to message #336731] Mon, 23 June 2008 08:38 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Permabanned for trying and failing DDoS
Is it ServerSide or ClientSide?
Re: Skirmish Revamped [message #337056 is a reply to message #337053] Mon, 23 June 2008 08:48 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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madrackz wrote on Mon, 23 June 2008 10:38

Is it ServerSide or ClientSide?

...it's a map, what do you think?
Re: Skirmish Revamped [message #337057 is a reply to message #336731] Mon, 23 June 2008 08:54 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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Clientside unplayable public shizzle kthxbai


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Skirmish Revamped [message #337082 is a reply to message #336731] Mon, 23 June 2008 11:10 Go to previous messageGo to next message
Spyder
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Ok the repair scripts are now working. But there is some small problem.......The engineers and stuff are following and repairing the tanks, but they are still walking over the tiberium Sarcasm. Any script to make them avoid tiberium? Or should I just change their armor type to: Skin Chem Warrior?

Also, it seems that the tanks only start following their waypaths after they have been shot once...Any way to fix this?

And now the biggest problem of all:
Vehicles and infantry not spotting stealth units until revealed or at a range of 30 feet.
Re: Skirmish Revamped [message #337131 is a reply to message #336731] Mon, 23 June 2008 16:40 Go to previous messageGo to next message
Lone0001 is currently offline  Lone0001
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I would say just give the engineers the Tiberian armor or like you said set the armor type to Chem Warrior(Don't know if this works tbh.)

PS. It's Tiberian not Tiberium Razz


Re: Skirmish Revamped [message #337158 is a reply to message #336731] Mon, 23 June 2008 22:30 Go to previous messageGo to next message
Spyder
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What about the stealth issue?
Re: Skirmish Revamped [message #337191 is a reply to message #336731] Tue, 24 June 2008 01:15 Go to previous messageGo to next message
Spyder
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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?
Re: Skirmish Revamped [message #337269 is a reply to message #336731] Tue, 24 June 2008 14:16 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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iv also tryed that so many times lot of diffrent ways and nothing ever works
Re: Skirmish Revamped [message #340257 is a reply to message #336731] Fri, 11 July 2008 01:25 Go to previous messageGo to next message
Spyder
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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 Big Ups

[Updated on: Fri, 11 July 2008 01:26]

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Re: Skirmish Revamped [message #340262 is a reply to message #336731] Fri, 11 July 2008 03:07 Go to previous message
ErroR is currently offline  ErroR
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good luck sounds nice
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