New Scavanger AI

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Black NEXUS
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New Scavanger AI

Post by Black NEXUS »

Hello everybody,

is it possible, to mak a new AI for Scavangers? The current Scrips aren't working. I've to low skills with AI Scripting to creat a new Script alone.
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Per
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Re: New Scavanger AI

Post by Per »

Scavengers are actually inactive in 2.3 due to some script loading bugs after the new netcode was merged. It is fixed in trunk, but the fix is a bit dangerous to backport, as it may cause worse bugs.
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Black NEXUS
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Re: New Scavanger AI

Post by Black NEXUS »

Per wrote:Scavengers are actually inactive in 2.3 due to some script loading bugs after the new netcode was merged. It is fixed in trunk, but the fix is a bit dangerous to backport, as it may cause worse bugs.
You mean as Script, or in the SRC?
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Rman Virgil
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Re: New Scavanger AI

Post by Rman Virgil »

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Oh lordy, I can stop pulling my hair out trying to figure out what I did wrong when I migrated my complex mod, WS 2113, to the latest version and the scav component went into the toilet - if I may be so colorful. ;)

A notable exception to our discussion on complex mod compatibility (Zarel, Per & yours truly) in this recent thread page:

viewtopic.php?f=2&t=4489&start=45

Guess I can continue by migrating my mod dev to the trunk version...

Hmmm, I'll think about it some but in the meanwhile I'm having a good ol' time working with Flail13's new Map Editor and recreating my 2200 "Marooned" map for 2100... A sign I should perhaps focus on something less complex for a spell. :)

Cheers, RV :cool:
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Per
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Re: New Scavanger AI

Post by Per »

Per wrote:Scavengers are actually inactive in 2.3 due to some script loading bugs after the new netcode was merged. It is fixed in trunk, but the fix is a bit dangerous to backport, as it may cause worse bugs.
I backported the fix yesterday. I hope I did not break anything else! :-S But scavs are definitely active again in beta10.
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Black NEXUS
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Re: New Scavanger AI

Post by Black NEXUS »

Per wrote:But scavs are definitely active again in beta10.
Great^^

But can we include all Scavanger Templates, how Firetruck, Rocket Jepp and more?
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Per
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Re: New Scavanger AI

Post by Per »

Good idea, but just too late to make it in beta10, which is already being built.
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Rman Virgil
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Re: New Scavanger AI

Post by Rman Virgil »

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Wow Per, didn't expect such a lightening resolution. Cool. I can continue working on my LT with the current series (I travel a bit and it's a satisfying pastime away from home during quiet downtime). The trunk with the new terrain engine I have to work with on my Quad/SLI DT which I can't take on my travels. Eventually I know I'll have to switch to Trunk and just work on my DT at home. Anyway I thank you for your timely efforts.

Cheers, RV :D
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DylanDog
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Re: New Scavanger AI

Post by DylanDog »

where can I find a guide about the scavenger bodies, turrets, structures and so on?
My Warzone 2100 mods:
Download DyDo-AI for Warzone skirmish/multiplayer games.
Download A2C-HM (Alpha 2 Campaign - Hard Mode).
Download A3C-HM (Alpha 3 Campaign - Hard Mode).
Per
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Re: New Scavanger AI

Post by Per »

DylanDog wrote:where can I find a guide about the scavenger bodies, turrets, structures and so on?
I don't think there is one. Anything in particular you want to know?
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Re: New Scavanger AI

Post by DylanDog »

Per wrote:
DylanDog wrote:where can I find a guide about the scavenger bodies, turrets, structures and so on?
I don't think there is one. Anything in particular you want to know?
No I hoped there was something like the warzone guide where you can see which type of weapon a turret has, the pre-requisites for a research, which structures belongs to scavenger...the reason is that I would like to develop a bit (but really just a bit!) the scavenger AI.
My Warzone 2100 mods:
Download DyDo-AI for Warzone skirmish/multiplayer games.
Download A2C-HM (Alpha 2 Campaign - Hard Mode).
Download A3C-HM (Alpha 3 Campaign - Hard Mode).
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Goth Zagog-Thou
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Re: New Scavanger AI

Post by Goth Zagog-Thou »

This is good to know. Now I understand why Scavs aren't working in 2.3.x
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