[3.1+] WZ Mini: Scavenger Wars mod

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NoQ
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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 23 Jan 2013, 07:48

aubergine wrote:Would it be possible to make tracked units use tracks, so keyboard shortcuts work as expected?
Uhm, i'm still trying to remember what tracked units are there. Trucks?

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by aubergine » 23 Jan 2013, 11:01

The Excavator (and NEXUS tank if that ever gets added).
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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Berg » 24 Jan 2013, 08:35

wz2100-20130124_173223-Sk-Rush2.png
I very old model i made a few years back
concept need feed back for scav lab?
wz2100-20130124_173645-Sk-Rush.png
another example just for concept all feedback needed.

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 24 Jan 2013, 09:24

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

Post by aubergine » 24 Jan 2013, 10:00

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. :oops: 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?
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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 24 Jan 2013, 10:04

would need rules.js to be modded to avoid that?
We all have it modded anyway, in all such mods, at least to set the starting research.

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Rman Virgil » 24 Jan 2013, 16:09

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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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Attachments
BPs Scav HQ.png
BPs Scav HQ.png (190.35 KiB) Viewed 5371 times
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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by aubergine » 24 Jan 2013, 17:03

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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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Rman Virgil » 24 Jan 2013, 17:40

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?
Yup on the tweeks. Think Goth would like it too. :)

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Goth Zagog-Thou » 24 Jan 2013, 19:30

Most definitely! :D

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Goth Zagog-Thou » 25 Jan 2013, 05:40

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.

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Rman Virgil » 25 Jan 2013, 06:13

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.
BP licensed his stuff: Public Domain (CC-0)

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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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Goth Zagog-Thou » 25 Jan 2013, 06:20

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?

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Goth Zagog-Thou » 25 Jan 2013, 06:23

I should note that FlaME is displaying it fine. I know because I added it to the dataset. :lol2:

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Rman Virgil » 25 Jan 2013, 07:23

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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)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.

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