Uhm, i'm still trying to remember what tracked units are there. Trucks?aubergine wrote:Would it be possible to make tracked units use tracks, so keyboard shortcuts work as expected?
[3.1+] WZ Mini: Scavenger Wars mod
Re: [3.1+] WZ Mini: Scavenger Wars mod
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Re: [3.1+] WZ Mini: Scavenger Wars mod
The Excavator (and NEXUS tank if that ever gets added).
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: [3.1+] WZ Mini: Scavenger Wars mod
concept need feed back for scav lab? another example just for concept all feedback needed.
Re: [3.1+] WZ Mini: Scavenger Wars mod
Maybe a bit more rusty texture and it'll do for the two labs? Does anybody want this mod to have solar plants? Hmm, maybe take alternative derricks as well from these screenshots?
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Re: [3.1+] WZ Mini: Scavenger Wars mod
Nice models Berg. I'm not sure they fit with current scav models though. The office building looks to "engineered" and the satellite looks a bit odd for a ground structure. The scav power plant is an example of the sort of thing scavs might construct from scratch, and I always imagined their labs would be more along those lines?
As for solar plants, I think Shadow implemented some in Contingency. Might be desync problems setting player power though - would need rules.js to be modded to avoid that?
As for solar plants, I think Shadow implemented some in Contingency. Might be desync problems setting player power though - would need rules.js to be modded to avoid that?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: [3.1+] WZ Mini: Scavenger Wars mod
We all have it modded anyway, in all such mods, at least to set the starting research.would need rules.js to be modded to avoid that?
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- Rman Virgil
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Re: [3.1+] WZ Mini: Scavenger Wars mod
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Black Project's Scavenger HQ … perfect, me thinks.
You can find his .pie file here:
viewtopic.php?f=5&t=2450&p=23938&hilit= ... res#p23938
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aubergine wrote:A scav HQ would be nice -- also, I bet Goth could make use of one in cam4 if it has a sensor attached.
In terms of gameplay, scav HQ would also make retreat at X damage work prior to getting a service station.
Oh, and some sensor towers -- to get full range of their mortar pits.
Black Project's Scavenger HQ … perfect, me thinks.
You can find his .pie file here:
viewtopic.php?f=5&t=2450&p=23938&hilit= ... res#p23938
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- BPs Scav HQ.png (190.35 KiB) Viewed 8376 times
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Re: [3.1+] WZ Mini: Scavenger Wars mod
Yess, HQ-ish whilst being Scav-ish. Would perhaps need some tweaks here and there but that is certainly along the right lines. I bet that would be useful model for the scav sensor tower captured at the start of Goth's cam4 too?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
- Rman Virgil
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Re: [3.1+] WZ Mini: Scavenger Wars mod
Yup on the tweeks. Think Goth would like it too.aubergine wrote:Yess, HQ-ish whilst being Scav-ish. Would perhaps need some tweaks here and there but that is certainly along the right lines. I bet that would be useful model for the scav sensor tower captured at the start of Goth's cam4 too?
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- Goth Zagog-Thou
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Re: [3.1+] WZ Mini: Scavenger Wars mod
Most definitely!
- Goth Zagog-Thou
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Re: [3.1+] WZ Mini: Scavenger Wars mod
I've grabbed it, renamed it to blhqscav.pie and will use it in Cam 4 (barring any objections).
I would also like to go over the other custom Scav assets and see what else can be used.
I would also like to go over the other custom Scav assets and see what else can be used.
- Rman Virgil
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Re: [3.1+] WZ Mini: Scavenger Wars mod
BP licensed his stuff: Public Domain (CC-0)Goth Zagog-Thou wrote:I've grabbed it, renamed it to blhqscav.pie and will use it in Cam 4 (barring any objections).
I would also like to go over the other custom Scav assets and see what else can be used.
He's still around far as i know. He can yet be PMed.
He also made a bunch more scav structs, etc that can be found here:
viewtopic.php?f=49&t=2777
viewtopic.php?f=49&t=8134&p=84168#p84168
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- Goth Zagog-Thou
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Re: [3.1+] WZ Mini: Scavenger Wars mod
The .pie is crashing 3.1. Unexpected directive type 200 and such.
I know almost nothing about .pie editing other than how to change the texpage it uses (which I had to do for this model) to page-7-barbarians-arizona.png .
Anyone want to take a stab at it?
I know almost nothing about .pie editing other than how to change the texpage it uses (which I had to do for this model) to page-7-barbarians-arizona.png .
Anyone want to take a stab at it?
- Goth Zagog-Thou
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Re: [3.1+] WZ Mini: Scavenger Wars mod
I should note that FlaME is displaying it fine. I know because I added it to the dataset.
- Rman Virgil
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Re: [3.1+] WZ Mini: Scavenger Wars mod
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Whatever was done to BP's original Scav Chopper .pie to get it working in this mod for 3.1 would have to be done for all his .pies now that I'm reflecting on it.
Need to compare this Scav chopper .pie (re-worked by Berg to be v.3.1 complaint) with this one, BP's original chopper .pie here:
viewtopic.php?f=49&t=8134&p=84168#p84168
Think you may have to use i-NoD's WMIT editor to make the changes too - .pie format diffs involved, I believe:
https://github.com/iNoDlite/WMIT
Haven't done any .pie work in 2+ years and even then it was strictly for v. 2.3.x so I'm not sure about this. Wish I could be of more help.
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Whatever was done to BP's original Scav Chopper .pie to get it working in this mod for 3.1 would have to be done for all his .pies now that I'm reflecting on it.
Need to compare this Scav chopper .pie (re-worked by Berg to be v.3.1 complaint) with this one, BP's original chopper .pie here:
viewtopic.php?f=49&t=8134&p=84168#p84168
Think you may have to use i-NoD's WMIT editor to make the changes too - .pie format diffs involved, I believe:
https://github.com/iNoDlite/WMIT
Haven't done any .pie work in 2+ years and even then it was strictly for v. 2.3.x so I'm not sure about this. Wish I could be of more help.
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Impact = C x (R + E + A + T + E)
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Articulation
Trust
Echo
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.