[3.1] Ultimate Scavenger AI Mod

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Giani »

What he means is that he wants you (NoQ) to explain him about the mod because he always wanted to play against scavs.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
soldadomiguee
Greenhorn
Posts: 10
Joined: 31 Mar 2012, 02:11

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by soldadomiguee »

giani is that you speak very good English but I tell you or another mod installation ise all but out of the game :D
soldadomiguee
Greenhorn
Posts: 10
Joined: 31 Mar 2012, 02:11

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by soldadomiguee »

who can explain to me the installation of the game only
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by NoQ »

I already did my best, and i'm not really good in explaining and tech support. Could someone else try? Maybe in spanish?
soldadomiguee
Greenhorn
Posts: 10
Joined: 31 Mar 2012, 02:11

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by soldadomiguee »

noq are very gentle and you mod this poster but nesecito someone explain to me but maybe I did my install aya something you do not understand to continue your good work noq. ¿GIANI maybe you help me?. Or else explain to me
soldadomiguee
Greenhorn
Posts: 10
Joined: 31 Mar 2012, 02:11

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by soldadomiguee »

bueno lo traduce: ayuda eres muy gentil noq pero nose como instalar el mod GIANI tu me puedes ayudar please.....
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg »

Scav Nexus concept..
Screenshot-tracks - WMIT.png
Screenshot-tracks 1- WMIT.png
Attachments
nextrack.zip
(242.17 KiB) Downloaded 214 times
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg »

Screenshot-scavvtol - WMIT-2.png
Scav vtol factory concept
Attachments
scavvfact.zip
(360.36 KiB) Downloaded 204 times
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by aubergine »

Both those look good! Maybe some tweaks though?

Nexus concept:

* Maybe cammo the black housing of the turret?
* Purple / red part looks a bit too "un-scavy"

VTOL factory concept:

* Control tower base marble texture looks a bit weird.
* On the factory building, there isn't a door big enough to get a helicopter out?
** Maybe have windows on side of building (or in roof) and then at the end of the building have a big shutter / garage door type thing?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
soldadomiguee
Greenhorn
Posts: 10
Joined: 31 Mar 2012, 02:11

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by soldadomiguee »

and install the mod???
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Giani »

Berg wrote:
Screenshot-scavvtol - WMIT-2.png
Scav vtol factory concept
The scavenger vtol factory looks like for vigilance and not for making vtols...
And the tower of the factory looks weird.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Giani »

soldadomiguee wrote:and install the mod???
I sent you a pm.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg »

Giani wrote:The scavenger vtol factory looks like for vigilance and not for making vtols...
I know i said vtol concept factory but for a better name its just a air factory of sorts.
Who said it was gona make vtol could be choppers or even hang gliders for all I know atm
aubergine wrote: * Purple / red part looks a bit too "un-scavy"
Well the original turret is like a pecking chicken from deep dark Africa, a hybrid black and other colours so this begs the question whats a scary colour?
What does a virus implanting brain washing turret look like? what what what...
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Giani »

Berg wrote:
Giani wrote:The scavenger vtol factory looks like for vigilance and not for making vtols...
I know i said vtol concept factory but for a better name its just a air factory of sorts.
Who said it was gona make vtol could be choppers or even hang gliders for all I know atm
aubergine wrote: * Purple / red part looks a bit too "un-scavy"
Well the original turret is like a pecking chicken from deep dark Africa, a hybrid black and other colours so this begs the question whats a scary colour?
What does a virus implanting brain washing turret look like? what what what...
It doesnt "brain wash", it hacks...
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg »

Giani wrote:It doesnt "brain wash", it hacks...

then are the units manned or unmanned are the scav soldiers brainwashable I think this all has been discussed before and the conclusion was units have men in them...
I know this will start something that is not relevant to this thread...

And what should the turret look like giani
Post Reply