NEW IDEA: "Survivor" ping.

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themousemaster
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NEW IDEA: "Survivor" ping.

Post by themousemaster »

So, after seeing years of people wondering why their Alpha8 (among others) stage isn't ending, I had an idea.

What if, on any stage where the objective is "hold out", you got full-map visibility during the last 5 minutes?

This would (should) stop that 1 cyborg stuck in a valley from causing you to lose a stage you clearly should have won half an hour ago.
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Terminator
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Re: NEW IDEA: "Survivor" ping.

Post by Terminator »

I think better just fix an Mission ending conditions. For exmple: If all buildings are destroyed > You won
Death is the only way out... sh*t Happens !

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Moro_Nick
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Re: NEW IDEA: "Survivor" ping.

Post by Moro_Nick »

.

There are legit arguments against trying to script both those conditions.

I think the script condition that would be least objectionable would be the enemy
NOT pumping any oil cause they have no working derricks.left. It would also be the
most K.I.S.S. script too - if recall my WZ scripting right. It also subsumes both your
suggestions more efficiently.

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banson
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Re: NEW IDEA: "Survivor" ping.

Post by banson »

i do think the all map thing would work well. on another note, maby have some one make a scirpt so we can see enemys unit lth too. i cant figure out how to see my enemys health bar on the units
themousemaster
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Re: NEW IDEA: "Survivor" ping.

Post by themousemaster »

Moro, the opponents don't even have a derrick in more than 1/2 of the stages.

I said that the idea was for "holdout" missions, because those are the ones where the enemy *has no* base. They just keep sending in troops until you last for X time, and then kill them all. Finding them all sometimes is unnecessarily laborious.
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Moro_Nick
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Re: NEW IDEA: "Survivor" ping.

Post by Moro_Nick »

themousemaster wrote:Moro, the opponents don't even have a derrick in more than 1/2 of the stages.

I said that the idea was for "holdout" missions, because those are the ones where the enemy *has no* base. They just keep sending in troops until you last for X time, and then kill them all. Finding them all sometimes is unnecessarily laborious.
Your right I was only thinking of Missions with enemy bases. I remember the problem coming up on the same mission over and over, same area too - the end of the Alpha Missions Map. It was a flaw in the map making that caused it. To a lesser extent it happened on an Urban Missions Map too - same reason, same pattern. Campaign maps with flaws like that can be fixed.in 32EW.

"Hold-out" missions with only spawned enemy units (and no bases) is straight forward to fix in the scripts. Victory is declared after X ticks (5 minutes, for example which in scripts I think would be 60x5 = 300) from the last spawn, if you have at least Y unit(s) in play - and the mission timer has not already expired..

Don't get me wrong there is always more than one code-script way of achieving goal xyz. All things being equal, you try to write the least amount to achieve the end, without compromising anything else along the way.

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_ Cliques are group masturbation.

_ Art is in the eye of the beholder, even the color blind.

_ The jaded are merely feckless.

_ Audacity rewards. Contrary to scripture, the meek shall only inherit indelible memories of failed nerve.
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lav_coyote25
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Re: NEW IDEA: "Survivor" ping.

Post by lav_coyote25 »

banson wrote:i do think the all map thing would work well. on another note, maby have some one make a scirpt so we can see enemys unit lth too. i cant figure out how to see my enemys health bar on the units

hover your cursor over the enemy unit and right click... if i remember correctly... xD
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Re: NEW IDEA: "Survivor" ping.

Post by fisk0 »

couldn't it be done with having the AI do as it does in the C&C games, when you've destroyed all their buildings all their remaining units do a suicide rush on your base/nearest units, making sure you kill every one of them and finish the mission without having to scout the entire map for scattered enemy units.
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themousemaster
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Re: NEW IDEA: "Survivor" ping.

Post by themousemaster »

fisk0 wrote:couldn't it be done with having the AI do as it does in the C&C games, when you've destroyed all their buildings all their remaining units do a suicide rush on your base/nearest units, making sure you kill every one of them and finish the mission without having to scout the entire map for scattered enemy units.

I'm talking about the non-base missions...