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New Scavanger AI
Posted: 06 Feb 2010, 13:18
by Black NEXUS
Hello everybody,
is it possible, to mak a new AI for Scavangers? The current Scrips aren't working. I've to low skills with AI Scripting to creat a new Script alone.
Re: New Scavanger AI
Posted: 06 Feb 2010, 14:12
by Per
Scavengers are actually inactive in 2.3 due to some script loading bugs after the new netcode was merged. It is fixed in trunk, but the fix is a bit dangerous to backport, as it may cause worse bugs.
Re: New Scavanger AI
Posted: 06 Feb 2010, 15:57
by Black NEXUS
Per wrote:Scavengers are actually inactive in 2.3 due to some script loading bugs after the new netcode was merged. It is fixed in trunk, but the fix is a bit dangerous to backport, as it may cause worse bugs.
You mean as Script, or in the SRC?
Re: New Scavanger AI
Posted: 07 Feb 2010, 03:06
by Rman Virgil
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Oh lordy, I can stop pulling my hair out trying to figure out what I did wrong when I migrated my complex mod, WS 2113, to the latest version and the scav component went into the toilet - if I may be so colorful.
A notable exception to our discussion on complex mod compatibility (Zarel, Per & yours truly) in this recent thread page:
viewtopic.php?f=2&t=4489&start=45
Guess I can continue by migrating my mod dev to the trunk version...
Hmmm, I'll think about it some but in the meanwhile I'm having a good ol' time working with Flail13's new Map Editor and recreating my 2200 "Marooned" map for 2100... A sign I should perhaps focus on something less complex for a spell.
Cheers, RV

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Re: New Scavanger AI
Posted: 07 Feb 2010, 14:16
by Per
Per wrote:Scavengers are actually inactive in 2.3 due to some script loading bugs after the new netcode was merged. It is fixed in trunk, but the fix is a bit dangerous to backport, as it may cause worse bugs.
I backported the fix yesterday. I
hope I did not break anything else! :-S But scavs are definitely active again in beta10.
Re: New Scavanger AI
Posted: 07 Feb 2010, 21:11
by Black NEXUS
Per wrote:But scavs are definitely active again in beta10.
Great^^
But can we include all Scavanger Templates, how Firetruck, Rocket Jepp and more?
Re: New Scavanger AI
Posted: 07 Feb 2010, 23:43
by Per
Good idea, but just too late to make it in beta10, which is already being built.
Re: New Scavanger AI
Posted: 08 Feb 2010, 08:30
by Rman Virgil
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Wow Per, didn't expect such a lightening resolution. Cool. I can continue working on my LT with the current series (I travel a bit and it's a satisfying pastime away from home during quiet downtime). The trunk with the new terrain engine I have to work with on my Quad/SLI DT which I can't take on my travels. Eventually I know I'll have to switch to Trunk and just work on my DT at home. Anyway I thank you for your timely efforts.
Cheers, RV

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Re: New Scavanger AI
Posted: 19 Mar 2010, 22:09
by DylanDog
where can I find a guide about the scavenger bodies, turrets, structures and so on?
Re: New Scavanger AI
Posted: 20 Mar 2010, 11:41
by Per
DylanDog wrote:where can I find a guide about the scavenger bodies, turrets, structures and so on?
I don't think there is one. Anything in particular you want to know?
Re: New Scavanger AI
Posted: 20 Mar 2010, 23:47
by DylanDog
Per wrote:DylanDog wrote:where can I find a guide about the scavenger bodies, turrets, structures and so on?
I don't think there is one. Anything in particular you want to know?
No I hoped there was something like the warzone guide where you can see which type of weapon a turret has, the pre-requisites for a research, which structures belongs to scavenger...the reason is that I would like to develop a bit (but really just a bit!) the scavenger AI.
Re: New Scavanger AI
Posted: 04 Apr 2011, 01:12
by Goth Zagog-Thou
This is good to know. Now I understand why Scavs aren't working in 2.3.x