[3.1] Ultimate Scavenger AI Mod

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Swagmaster Bandit
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Swagmaster Bandit » 21 Jan 2019, 23:28

So... 1.17 RC5... For what version of Warzone 2100 is it? If it's for different ones, could you point me towards the most stable one?

Sorry for asking, I can't PM the person that is updating it, so I will ask here instead. :/

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Berserk Cyborg
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Berserk Cyborg » 22 Jan 2019, 00:16

Swagmaster Bandit wrote:
21 Jan 2019, 23:28
So... 1.17 RC5... For what version of Warzone 2100 is it? If it's for different ones, could you point me towards the most stable one?

Sorry for asking, I can't PM the person that is updating it, so I will ask here instead. :/
That one is was an experiment and, in my opinion, too unfair. If you are on 3.2.3 then rc4 will work (viewtopic.php?f=49&t=9182&start=465#p137969). 3.1 version is at http://addons.wz2100.net/148.

Swagmaster Bandit
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Swagmaster Bandit » 26 Jan 2019, 21:32

Thank you mate! Hope this mod continues being developed, I would dream to see Scavenger Infantry being spammed at me in very large groups. :)

cRiMiNaL
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Re: [3.1] Ultimate Scavenger AI Mod

Post by cRiMiNaL » 03 Feb 2019, 08:18

Using on 3.23
Tested RC5, extreme lag
Some constant error about a droid of some sort
Testing RC4...
A little lag, not unbearable
Also changed skirmish name to Nexus as one post on here said to
Love this mod, I have a map perfect for it, fun trying to keep scavs off of you, it's a challenge
Had to remake the map to start out with a fortress though :lol2: :lol2: :lol2:

Swagmaster Bandit
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Swagmaster Bandit » 18 Apr 2019, 20:22

Hey, is there anyway to remove the blue building beam from trucks? It triggers seizures in my friend, and he really loves RTS games so I want to present WZ2100 to him. I think the Scavenger Construction Vehicles also have that.

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Berg
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Berg » 19 Apr 2019, 01:04

I think by removing the effect from the pie files it would remove it visually
I will look at finding this.
So far i have found that the body pie name is trmcom.pie
At this stage i also note it has no connectors therefore for I will continue looking for the effect.
It seems there is no effect it is code generated.

Code: Select all

	/* Time to update the frame number on the construction sprite */
	if (graphicsTime - psEffect->lastFrame > psEffect->frameDelay)
	{
		psEffect->lastFrame = graphicsTime;
		pos.x = (psEffect->position.x + ((rand() % psEffect->radius) - (rand() % (2 * psEffect->radius))));
		pos.z = (psEffect->position.z + ((rand() % psEffect->radius) - (rand() % (2 * psEffect->radius))));

		// Effect is off map, no need to update it anymore
		if (!worldOnMap(pos.x, pos.z))
		{
			return false;
		}

		pos.y = map_Height(pos.x, pos.z);

		if (psEffect->type == FIRE_TYPE_SMOKY_BLUE)
		{
			addEffect(&pos, EFFECT_EXPLOSION, EXPLOSION_TYPE_FLAMETHROWER, false, nullptr, 0);
		}
		else
		{
			addEffect(&pos, EFFECT_EXPLOSION, EXPLOSION_TYPE_SMALL, false, nullptr, 0);
		}

		if (psEffect->type == FIRE_TYPE_SMOKY || psEffect->type == FIRE_TYPE_SMOKY_BLUE)
		{
			pos.x = (psEffect->position.x + ((rand() % psEffect->radius / 2) - (rand() % (2 * psEffect->radius / 2))));
			pos.z = (psEffect->position.z + ((rand() % psEffect->radius / 2) - (rand() % (2 * psEffect->radius / 2))));
			pos.y = map_Height(pos.x, pos.z);
			addEffect(&pos, EFFECT_SMOKE, SMOKE_TYPE_DRIFTING_HIGH, false, nullptr, 0);
		}
		else
		{
			pos.x = (psEffect->position.x + ((rand() % psEffect->radius) - (rand() % (2 * psEffect->radius))));
			pos.z = (psEffect->position.z + ((rand() % psEffect->radius) - (rand() % (2 * psEffect->radius))));

			// Effect is off map, no need to update it anymore
			if (!worldOnMap(pos.x, pos.z))
			{
				return false;
			}

			pos.y = map_Height(pos.x, pos.z);
			addEffect(&pos, EFFECT_EXPLOSION, EXPLOSION_TYPE_SMALL, false, nullptr, 0);
		}

		/*
		pos.x = psEffect->position.x;
		pos.y = psEffect->position.y;
		pos.z = psEffect->position.z;

		scatter.x = psEffect->radius; scatter.y = 0; scatter.z = psEffect->radius;
		addMultiEffect(&pos,&scatter,EFFECT_EXPLOSION,EXPLOSION_TYPE_SMALL,false,NULL,2,0,0);
		*/

	}

	if (graphicsTime - psEffect->birthTime > psEffect->lifeSpan)
	{
		return false;
	}
	return true;
}
This is in effects.cpp starting at line 1235.
As i do not code you will have to either remove this effect yourself and recompile or ask one of the game devs to make you a special version you can play with your friend.
Do note you might find only the same games with this code change can work together.

dantedante673
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Re: [3.1] Ultimate Scavenger AI Mod

Post by dantedante673 » 17 Jul 2019, 21:51

NoQ there is any way to use labs, cyborg fabs or build advanced defenses by Scavs in skirmish? If I will "give" those labs and fabs to them? Or to produce by them any regular "in game" units apart of those funny buses and tractors?

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Galacticruler
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Galacticruler » 05 Sep 2019, 16:21

Is there an up to date version for 3.3.0 or plans to bring it up to date with that version?

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Berserk Cyborg
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Berserk Cyborg » 05 Sep 2019, 17:10

Galacticruler wrote:
05 Sep 2019, 16:21
Is there an up to date version for 3.3.0 or plans to bring it up to date with that version?
Yep. I have the version compatible with 3.3. The choppers look buggy though.

Does anyone know how to fix the PIE models for the choppers? It used to be the weapons didn't appear at all, but since I last worked on ultimate scavengers somehow the weapons are showing up again... and they are displaced.
ultimatescavs-1-17.wz
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scavChoppers.png
scavChoppers.png (428.48 KiB) Viewed 321 times

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Berg
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Berg » 06 Sep 2019, 00:16

I edited the 2 choppers I don't know if they work please try and feedback.
chippers.tar.xz
Piefileschoppers.
(4.63 KiB) Downloaded 2 times

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Berg
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Berg » 06 Sep 2019, 00:34

chopper2.png
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Berserk Cyborg
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Berserk Cyborg » 06 Sep 2019, 02:27

Helicopters look good, thanks! I just saw something is wrong with multiple turret truck now. It's second and third turrets are missing and replaced with boxes O_o . I know it used to work before.
truck.png
truck.png (64.53 KiB) Viewed 286 times
ultimatescavs-1-17.wz
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truck.png
truck.png (64.53 KiB) Viewed 286 times

MIH-XTC
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Re: [3.1] Ultimate Scavenger AI Mod

Post by MIH-XTC » 06 Sep 2019, 03:24

^^ that might be a stats issue. In bodies.json there is weaponSlots attribute and in EB mod I don't have any bodies with weaponSlots = 3.

I can't look into it at the moment but just throwing that out there. I'm not sure what the weaponSlots are set in Ult Scavs mod.

It also might be an issue in templates.json if there isn't 3 weapons specified for that template.

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Berserk Cyborg
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Re: [3.1] Ultimate Scavenger AI Mod

Post by Berserk Cyborg » 06 Sep 2019, 04:34

MIH-XTC wrote:
06 Sep 2019, 03:24
^^ that might be a stats issue. In bodies.json there is weaponSlots attribute and in EB mod I don't have any bodies with weaponSlots = 3.
That was it. It was set to 1 so I set it to 3 and the weapons showed up.
ultimatescavs-1-17.wz
For version 3.3.0+
(531.26 KiB) Downloaded 20 times

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