[3.1] Ultimate Scavenger AI Mod

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Swagmaster Bandit
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Location: Brazil

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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Location: Brazil

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.

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