Search found 831 matches
- 03 Jan 2017, 21:50
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
Is there a way of making a group with specific droids whose ID is known? Try camMakeGroup: http://buildbot.wz2100.net/files/javascript/javascript007.html#sec198 Use object labels and just make an array of droids. example object label: "object_0": { "label": "droid", "id": X, "player": 2, "type": 0 }
- 02 Jan 2017, 04:27
- Forum: News and announcements
- Topic: Release 3.2.2
- Replies: 56
- Views: 72872
Re: Release 3.2.2
The problem with the save Bethrezen provided is that the enemy base count surpasses the actual amount of bases. No idea how you managed not to detect the last base since the blip is not there (and the detected value is false). under normal game play __camNumEnemyBases should be 3 (that is what I get...
- 31 Dec 2016, 21:20
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
Do I have to set up all the other groups aswell, or is the default order for a droid to guard its position based on its sensor range? I think the 2-1 level only has that one group. You could look for other droids and make them groups if you want to. And if a droid is not in a group then it will sta...
- 31 Dec 2016, 19:34
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
From eventStartLevel do: hackAddMessage("C21_OBJECTIVE", PROX_MSG, CAM_HUMAN_PLAYER, true); And you can then use hackRemoveMessage when at the area trigger. When you setup bases this is all automatically handled by the campaign library (cam1-c is a good reference). for groups you could do something ...
- 31 Dec 2016, 06:12
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
Haven't tested my scripts for SUB_2_1 Just did. Had to fix a few things though. Those 'S' levels do not need label files since the only coordinates that change are the transporter exit point and the next level. Also simplified your 2-1x script. Also you need to make the four rocket cyborgs near the...
- 31 Dec 2016, 01:40
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
Tested it and it works (for droids/structures anyway). Thanks!Per wrote:Added setHealth(object, health %) in 62a7c961683266d7ce53fdd23b3fe913d9b9b01a. Not tested, though
Seeing as I am almost done with 2-a I will take cam 2-2 and related sub-missions.
- 30 Dec 2016, 02:36
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
@Per Could you add something like this to the scripts (taken from cam2ax.slo):
where X is either a droid or structure and Y is the remaining health percentage of that object.
Code: Select all
forceDamageObject(X, Y);
- 29 Dec 2016, 22:59
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
There are also .wrf files that you need to edit for each level(cam2 here ). Typically you just need to delete the the .vlo/.slo lines associated with that specific level and add this to the end of it: directory "script/campaign" file JAVASCRIPT "X.js" (where X is the name of the javascript file for ...
- 26 Dec 2016, 06:19
- Forum: Addon discussions
- Topic: [3.1] Ultimate Scavenger AI Mod
- Replies: 518
- Views: 270154
Re: [3.1] Ultimate Scavenger AI Mod
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 This version has some minor tweaks to stats/script which make them a bit more difficult: ultimatescavs-1-17-RC1.wz RC2 w...
- 26 Dec 2016, 05:53
- Forum: Skirmish / Multiplay
- Topic: A good skirmish match
- Replies: 0
- Views: 2126
A good skirmish match
I just finished one of the best skirmish battles of mine in a while. It was on the map Bloat and was a 2v3 with me and a NullBot (Insane) ally against SemperFi JS/NullBot/Nexus (all on hard difficulty) in clockwise order. (high power levels/no bases/no scavengers/shared research teams). It took me t...
- 25 Dec 2016, 04:01
- Forum: Addon discussions
- Topic: A New Defenisve Low Oil Map
- Replies: 12
- Views: 9838
Re: A New Defenisve Low Oil Map
Maybe jman5000now wanted to take low oil to a whole new level.Doruletz wrote:This is not low oil, it's NO OIL.
However there is something wrong with the hourglass map download. The author must have accidentally uploaded an old version of the map (as the map preview posted would suggest).
- 25 Dec 2016, 02:14
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
Did not notice that... But off world missions should have access to extra win conditions in the future. You could try using camNextLevel directly which might work.
- 25 Dec 2016, 01:48
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
You can set a extra win condition callback. Have a look at cam1-ca which shows how you can use custom win conditions. I think only one unit from the player needs to reach the transporter in the wzscript to trigger the win.
- 22 Dec 2016, 18:55
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
Also, need an idea as to what these numbers refer to. Those numbers are the ID for that given droid. Everything has an ID that can be shown by entering debug mode and clicking on it. Useful for doing something specific to an object. However, since all those droids are next to each other, you can ju...
- 22 Dec 2016, 01:33
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 127337
Re: The official --=jscam=-- thread
Questions(start of Beta campaign): 1. Is there a way to damage stuctures/droids easily(or modify any value they contain)? I tried changing the health values, but it keeps them at 100% no matter what I do. I did not find a script function that could do this. 2. Sending multiple transports for the pla...