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Re: [3.1] Ultimate Scavenger AI Mod

Posted: 18 Dec 2016, 09:28
by Berserk Cyborg
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.

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 18 Dec 2016, 22:08
by Berg
The pads dont help there, its not a code its just a model, so I take that as a no ok then have fun.

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 21 Dec 2016, 19:35
by NoQ
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.

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 22 Dec 2016, 01:06
by Berserk Cyborg
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.

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 26 Dec 2016, 06:19
by Berserk Cyborg
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 411 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 434 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.

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 27 Dec 2016, 19:52
by JrmyR
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

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 15 Feb 2017, 06:55
by Berserk Cyborg
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 835 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.

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 18 Feb 2017, 19:38
by Guardsman Brendo
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. :)

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 20 Feb 2017, 01:12
by Guardsman Brendo
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

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 18 Sep 2017, 02:46
by Berserk Cyborg
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 357 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 455 times

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 19 Sep 2017, 22:29
by Forgon
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.

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 20 Sep 2017, 01:32
by Berserk Cyborg
I reverted that part of the "Spelling Corrections" patch a moment ago so RC4 works in master now.

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 23 Nov 2017, 04:39
by MIH-XTC
Hey NoQ,

I just tried this mod for the first time or at least I don't remember the models I'm seeing now. I think I overlooked this mod and confused it with contingency or art revolution because this is the first time I'm seeing this thread. I like the scavs and models. Would you mind if I merged this with EB and posted it here. I'll keep the post to a one-liner, I won't make a tl;dr here but I'd like to merge all the cool stuff together and at least have it available. Also I don't care about the licensing/authorship stuff so whatever your preference are that's fine.

Maybe a better question is, are there plans to include this in the next release? I'd like to get the latest from master, add my changes in, then add this mod in and add in whatever other cool mods there are with author permission. I can diff the changes and merge them.

IM me please if you think that's better.

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 23 Nov 2017, 08:36
by Berg
MIH-XTC wrote:. I like the scavs and models. Would you mind if I merged this with EB
Hi MIH-XTC I made most of the NEW models and I'm happy for anyone to use them.

Regards Berg

Re: [3.1] Ultimate Scavenger AI Mod

Posted: 23 Nov 2017, 11:00
by NoQ
Yep, Berg did most of the stuff. You'd have to scan through the thread to identify other authors for the models (there's Black Project's yellow helicopter and Flail13's excavator and Mysteryem's scavenger tower and maybe other stuff that i don't immediately remember). Or just look at the mod's license and blindly believe that it was fine for all authors to release under this license, which, in turn, is compatible with the base game's GPL2+.

If it's to get integrated into the base game, the best way would probably to turn it into a game setup button (no scavs - scavs - insane scavs), which would require a bit of game-side coding (can't be done with mods).