[3.1] Ultimate Scavenger AI Mod

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Re: [3.1] Ultimate Scavenger AI Mod

Postby Berserk Cyborg » 18 Dec 2016, 09:28

Berg wrote:Do you need scav chopper re-arm pads?

I assume you meant a custom pad model, then yes. It depends on if there is a way to make them have infinite ammo.

Anyway, I managed to optimize the script (lag is not as bad now). Still have some parts to improve yet.
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Berg » 18 Dec 2016, 22:08

The pads dont help there, its not a code its just a model, so I take that as a no ok then have fun.
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Re: [3.1] Ultimate Scavenger AI Mod

Postby NoQ » 21 Dec 2016, 19:35

I assume you meant a custom pad model, then yes. It depends on if there is a way to make them have infinite ammo.
Because they used to have infinite ammo, i suspect it's a problem with the conversion script that didn't convert the infinite ammo correctly.
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Berserk Cyborg » 22 Dec 2016, 01:06

NoQ wrote:Because they used to have infinite ammo, i suspect it's a problem with the conversion script that didn't convert the infinite ammo correctly.

The only thing that gave them infinite ammo was that they could be classified as a transporter through a now reserved argument in buildDroid. But on a better note, I made helicopter scouting better.

I can give you the 3.2 compatible versions if you want them. I made one that is optimized a bit with reasonable script/stat changes(can hold it own against a hard NullBot3 for a few minutes/defeat normal Nexus AI), and one that is as close to the 1.16 release as possible and 'just works' for 3.2 releases.
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Berserk Cyborg » 26 Dec 2016, 06:19

Here are the 3.2 compatible versions (more or less release candidates):
This one has minimal changes and is as close to 1.16 as I could make it:
ultimatescavs-1-17-RC1 Original.wz
(444.96 KiB) Downloaded 74 times

This version has some minor tweaks to stats/script which make them a bit more difficult:
ultimatescavs-1-17-RC1.wz
(445.36 KiB) Downloaded 82 times


RC2 will be geared towards optimizing the script and more bug fixes when I find them.
There is a rare occurrence that happens to (electronically captured?) units that causes some serious lag and spews something like this until the problem droid is destroyed:
CHECK_DROID: More body points (406) than original body points (335).

I do not know if this is related to the mod or is a problem in the source.
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Re: [3.1] Ultimate Scavenger AI Mod

Postby JrmyR » 27 Dec 2016, 19:52

Thank you very much men :)

I'm going to try it !

Edit :
Still very fun :), but I find the IA too passive, is there a way to integrate NullBot in this mod?

And I find some bugs (in both versions) :
-the derrick animation seems to be broken with this add.
-synchronization issues directly when starting a multiplay game
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Berserk Cyborg » 15 Feb 2017, 06:55

Have 1.17 rc2 ready. The lag problems should no longer be very noticeable anymore. This is a combination of a few changes that make ground unit attacking not as costly and other small improvements. Also the scavengers should be much more aggressive now instead of idling. I will try to fix the model oddities with the helicopters and nexus link units and other stuff in rc3.
ultimatescavs-1-17-RC2.wz
For 3.2+
(445.55 KiB) Downloaded 125 times

The CHECK_DROID bug (the main cause of the severe lag) seems to only happen when a cyborg unit is taken via nexus link and has a health value over 100% upon transfer? So I decided to destroy any droid being transferred to the scavengers with a health percentage over 100 with the removeObject() function for now. You will still get a couple of asserts in the log file and a brief slowdown when this happens.
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Guardsman Brendo » 18 Feb 2017, 19:38

Just seeing this today. I just realized a good map for this is 1v1 roughness with scavs. They have good locations to start and it would be interesting to see what would happen. Closer to the beginning of this forum, someone said they wanted to play as scavs. You can do this by entering debug mode and doing Crtl+O. This opens a menu where you can change your player in the game. Trying to read the whole thing through before posting anything redundant. :)
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Guardsman Brendo » 20 Feb 2017, 01:12

Just won a 2v2 game on fishnets. That is a good standard map that works well with the mod. In low tier games starting out, scavs are scary, but sometimes win the game for you. They just kill the enemy while you defend against one helicopter. :P
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Berserk Cyborg » 18 Sep 2017, 02:46

Another unofficial release since apparently the last one does not work in 3.2.3. It has better performance than the last one and the scavengers can take down multiple non-team AI.

ultimatescavs-1-17-RC3.wz
Tested for 3.2.3
(445.53 KiB) Downloaded 16 times


Edit:
Berg fixed the helicopter blade models. I also made an experimental change with how the scavengers attack players as the original tactic was to attack the closest thing to a base. Now there is a bit of randomness to who is attacked.

ultimatescavs-1-17-RC4.wz
For 3.2.3
(448.12 KiB) Downloaded 30 times
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Forgon » 19 Sep 2017, 22:29

The mod does currently not work in the master branch (see ticket #4639 for details) unless you install the patched version attached to this comment.
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ultimatescavs-1-17-RC4_master.wz
Latest version patched for master branch
(466.06 KiB) Downloaded 25 times
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Berserk Cyborg » 20 Sep 2017, 01:32

I reverted that part of the "Spelling Corrections" patch a moment ago so RC4 works in master now.
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