[3.1] Ultimate Scavenger AI Mod
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- Greenhorn
- Posts: 9
- Joined: 14 Dec 2014, 03:35
- Location: Brazil
Re: [3.1] Ultimate Scavenger AI Mod
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. :/
Sorry for asking, I can't PM the person that is updating it, so I will ask here instead. :/
- Berserk Cyborg
- Code contributor
- Posts: 938
- Joined: 26 Sep 2016, 19:56
Re: [3.1] Ultimate Scavenger AI Mod
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 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. :/
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- Greenhorn
- Posts: 9
- Joined: 14 Dec 2014, 03:35
- Location: Brazil
Re: [3.1] Ultimate Scavenger AI Mod
Thank you mate! Hope this mod continues being developed, I would dream to see Scavenger Infantry being spammed at me in very large groups.
Re: [3.1] Ultimate Scavenger AI Mod
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
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
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- Greenhorn
- Posts: 9
- Joined: 14 Dec 2014, 03:35
- Location: Brazil
Re: [3.1] Ultimate Scavenger AI Mod
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.
Re: [3.1] Ultimate Scavenger AI Mod
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.
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.
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;
}
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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- New user
- Posts: 4
- Joined: 15 Jun 2019, 15:53
Re: [3.1] Ultimate Scavenger AI Mod
NoQ there is any way to use labs, cyborg fabs or build advanced defenses by Scavs in skirmish? If I will "give" those labs and fabs to them? Or to produce by them any regular "in game" units apart of those funny buses and tractors?
- Galacticruler
- Rookie
- Posts: 19
- Joined: 19 Oct 2012, 02:14
- Location: Look behind you.
Re: [3.1] Ultimate Scavenger AI Mod
Is there an up to date version for 3.3.0 or plans to bring it up to date with that version?
- Berserk Cyborg
- Code contributor
- Posts: 938
- Joined: 26 Sep 2016, 19:56
Re: [3.1] Ultimate Scavenger AI Mod
Yep. I have the version compatible with 3.3. The choppers look buggy though.Galacticruler wrote: ↑05 Sep 2019, 16:21 Is there an up to date version for 3.3.0 or plans to bring it up to date with that version?
Does anyone know how to fix the PIE models for the choppers? It used to be the weapons didn't appear at all, but since I last worked on ultimate scavengers somehow the weapons are showing up again... and they are displaced.
Re: [3.1] Ultimate Scavenger AI Mod
I edited the 2 choppers I don't know if they work please try and feedback.
- Berserk Cyborg
- Code contributor
- Posts: 938
- Joined: 26 Sep 2016, 19:56
Re: [3.1] Ultimate Scavenger AI Mod
Helicopters look good, thanks! I just saw something is wrong with multiple turret truck now. It's second and third turrets are missing and replaced with boxes . I know it used to work before.
- Attachments
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- truck.png (64.53 KiB) Viewed 23732 times
Re: [3.1] Ultimate Scavenger AI Mod
^^ that might be a stats issue. In bodies.json there is weaponSlots attribute and in EB mod I don't have any bodies with weaponSlots = 3.
I can't look into it at the moment but just throwing that out there. I'm not sure what the weaponSlots are set in Ult Scavs mod.
It also might be an issue in templates.json if there isn't 3 weapons specified for that template.
I can't look into it at the moment but just throwing that out there. I'm not sure what the weaponSlots are set in Ult Scavs mod.
It also might be an issue in templates.json if there isn't 3 weapons specified for that template.
- Berserk Cyborg
- Code contributor
- Posts: 938
- Joined: 26 Sep 2016, 19:56
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- Greenhorn
- Posts: 9
- Joined: 14 Dec 2014, 03:35
- Location: Brazil
Re: [3.1] Ultimate Scavenger AI Mod
Is this version still compatible with the Steam Version? As in, pretty stable for multiplayer? I remember back them having issues with newer versions with crashing.