Page 1 of 1
How can I insert scavengers into my level?
Posted: 15 Jan 2008, 02:46
by TonyTheSlayer
Just created my first working level. I want to put in scavengers but do I need any type of script? I haven't tried yet but I want to make sure.
If I do need a script can anyone tell me what I need and how to use it?
Re: How can I insert scavengers into my level?
Posted: 15 Jan 2008, 05:43
by Chojun
Yes you do need a script.
The process is somewhat intricate and tedious since the maps aren't self-contained as they are in 90% of other games out there.
I would recommend looking at Cam1a.wrf and all the files associated with it to get an idea of what is required to get a fully working campaign map. If you have any other questions feel free to PM me or you can ask the others around here who are familiar with the process, such as Troman, et al.
Re: How can I insert scavengers into my level?
Posted: 16 Jan 2008, 03:28
by TonyTheSlayer
What script do I insert and how do I insert it? ???
Re: How can I insert scavengers into my level?
Posted: 16 Jan 2008, 05:50
by Chojun
Look at cam1a.wrf.
Re: How can I insert scavengers into my level?
Posted: 16 Jan 2008, 14:34
by doom3r
why everyone likes Scavangers here?Â

Re: How can I insert scavengers into my level?
Posted: 16 Jan 2008, 23:45
by Kayiaxo
I like them as well, they are excellent food to train heroes in the first map of the campaign.
Good dog food, as long the first mission doesn't get a timer it doesn't matter even with the new xp system.
I will just be sleeping over it ^_^
Re: How can I insert scavengers into my level?
Posted: 16 Jan 2008, 23:56
by doom3r
Once i made about 20 units get to Hero rank in first mission. Until my pc crashed. Dammit, it took me some hour to do that

Re: How can I insert scavengers into my level?
Posted: 17 Jan 2008, 00:01
by Kayiaxo
Just launch multiple instances of wz incase one should crash and also don't forget to save often.
wz is very stable for me except when I quit the game, I always get this crash on exit due to some sound bug.
Re: How can I insert scavengers into my level?
Posted: 17 Jan 2008, 00:09
by doom3r
i wasnt home, i couldnt save xD i said, let's leave my units alone, im sure they will hold without their commander. They know how to handle with Scavs
Re: How can I insert scavengers into my level?
Posted: 17 Jan 2008, 19:57
by Buginator
TonyTheSlayer wrote:
Just created my first working level. I want to put in scavengers but do I need any type of script? I haven't tried yet but I want to make sure.
If I do need a script can anyone tell me what I need and how to use it?
Are you saying a working level for SP game? Or did you do a map level, and want to know how to add those units to that?
Re: How can I insert scavengers into my level?
Posted: 08 Feb 2008, 22:14
by lav_coyote25
also keep in mind one very important thing.
player 7 is the only spot for the scavs... but you already knew this from reading the documents project... right???

Re: How can I insert scavengers into my level?
Posted: 13 Feb 2010, 03:31
by Olrox
I'll win the gravedigging contest with this one, but it is really making me wonder. How?
I would appreciate even the slightest directions to the answer. I'm trying to make a 4-player map, with scavengers, but I'm not able to add them with proper AI. Is there any, or any trick that I do not know?
Again, I'd appreciate any help in that very much! Thank you!
Re: How can I insert scavengers into my level?
Posted: 13 Feb 2010, 04:19
by virgilglyph
Chojun wrote:Yes you do need a script.
The process is somewhat intricate and tedious since the maps aren't self-contained as they are in 90% of other games out there.
I would recommend looking at Cam1a.wrf and all the files associated with it to get an idea of what is required to get a fully working campaign map. If you have any other questions feel free to PM me or you can ask the others around here who are familiar with the process, such as Troman, et al.
That says most of it.
There is a much simpler way -
but without the scripting the Scav Factories won't produce more units.
Here's the simpler way I have in mind. With this way human players can control their own pre-set Scav Contingent and the Ski A.I will also control the Scav Units and Defensive structures.
4 Player Map - Build your Scav Enclaves and Place your Scav Defensive Structs and Units in the Map Editor and
assign them to Players 0-3. Basically they become what I call
the Player's Scav Allies.
I assume you want the Scavs to impact the opposing players deployed forces - then you build the Scav Enclaves with Defensive Structs & Placed Scav Units to pose tactical opposition .... that is in the map editor you place them in the way of the opposition's truck scouting paths to valued geographic advantages or unclaimed resources. Making the exact Scav Ally contingent for each player (0-3) will ensure balance in MP with Humans and in SP Skirmish where the skirmish AI will control the scav units as it does its other script triggered conventional forces (using the editors cut 'n paste function makes that balance a breeze) - the defensive structs take care of themselves.
If you want to make the Scavs stand alone as a singular contingent from any of the 4 players then you have to embed scripting with all the associated files and structure and it's very tedious and not at all easy to do even if you have a knack or inclination to script.
You may be able to achieve similar goals by using the much simpler Map Editor approach I suggested above without the real headache of scripting. 'Course if you could find someone willing to do the scripting while you focused on the map-making - then that would change your options.
Could be another way to go about it that maybe one of the devs like Per would be familiar with.
Far as I know using the documented Player 7 procedure no one could ever get to work back in the day either.

(I gave up myself years ago on this procedure. But maybe there is a way to make it work these days. I haven't looked into it since, to be honest.)
Mitaguyasin, RV
.
EDIT - Zarel just posted the following response in the "Lost River" Map thread so I am copying it over here for the sake of a complete picture on the various ways of dealing with scavs when creating maps or mods or levels under this topic:
Olrox wrote:Ok, I did search around and couldn't find a really good answer. Must I really add the scavengers to player 7, even though the map is only 4-player? Will it work, if they aren't really an included player? Will they be only static, barely reacting to attacks and not building any units, or will they start to screw up with the "scavenger" thing by building regular buildings/units?
Zarel wrote:Scavengers must be player 7. They are only available on 2p and 4p maps.
They are specialized-AI-controlled. They will produce scavenger units, and no structures. Just try an existing map, like Rush, that has scavengers; you'll see how they work.
Another Thought....
Perhaps, my simple technique explained above can be combined with this simple one on a single map. That is to say, assign Scav Allies to players 0-3 AND use the seperate Player 7 Scav assignment on a 4 player map. Hmmm... I'll have to experiment with that possibility. See if the 2 A.I.s (Ski & Scav) will operate in Skirmish simultaneously.
.
Re: How can I insert scavengers into my level?
Posted: 13 Feb 2010, 06:32
by Olrox
That was good, thanks! I shall play with the idea of scav allies in another map, but
The Lost River might be a bit troublesome to move scav infantry and units around (the map is very big and full of cliffs).
But on smaller, especially on narrower maps, this should definetely be a great addition!
Re: How can I insert scavengers into my level?
Posted: 13 Feb 2010, 18:41
by RBL-4NiK8r
I used to have a MOD that only left you make Scav tech, I forget who made that for me I think it was Maynard, all factorys had just Scav vehicles and trucks and you had NO RESEARCH I know I did a few games with them in multiplayer, one on Ziggy with 8 players and I had like 9k in kills it was kind of funny because it only took like 5 mins to max out on units, and 2 mins to lose them.
4nE