[3.1] Ultimate Scavenger AI Mod

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Andrie
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Andrie »

Thanks mod/model makers I like this mod!
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Groete Andrie
m36
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by m36 »

lag and crash when too mush scavenger on map.
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Spyro_Drag »

You need to post the WZlog files. i dont know where it is, NoQ might know. but its needed to help find out where the issue is. also, you may need to upgrade your computers ram, Video Driver, or Processor.

but im no expert.
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NoQ
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

Did i already say "disable chopper factories in structure limits (leads to random crashes) until #3684 is fixed"? (:
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Spyro_Drag »

sorry NoQ, i havent been keeping up, but yes you did. not to long ago actually. i guess i should read more. but still, id like to know where the Wz logs are too. you might have said, so ill look again.

thanks though.
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QAstral
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by QAstral »

I was trying to play on rush2 map (default) with one opponent (nullbot AI) and scavs on.
1. Few time after (cca 10-15 minuts) app stops working. In log I see lots of ... undefined functions? Does it work with nullbot AI?
2. One time it crashed and in logs I got Warzone2100.rpt file... And I think it would be more interesting, because it doesn't like something in scavfact.js. Should I send that log to you, NoQ?
3. If I've looked on scavs with cheats, and tried to play them, it was imposible to me, because I cant see any units to build in their factories. is it possible to define those units as it is in cyborg factory?
4. I saw, that there is a possibility to use mechanic of predefining tank types... But now it is not working in this way... Is it hard to make it like this? Or... why this idea is not good?
5. Should scavs be played similar as original warzone units? I saw there an idea, where gscavs would not have oil derrick, but gas station on it... So, if they should not need Power generator... It would be a little bit different mechanic... And if those difference would be more... and possibility to play scavs (with cheats at least)... mmm...
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

1--2: most likely related to the large blue warning two messages above. Also, script logs are a bit rusty due to this issue, so these "undefined functions" are not really relevant; if you have complete logs (the most interesting thing is at the top) and want to make sure there's no other problem in this mod, you can post logs and/or crash dump (:

3--5: i have a certain idea of a mod that makes you play for scavs, a starcraft-like game with only a few fixed tank designs and a very short tech tree, balanced for multiplayer action. It will require a lot of rules.js tweaking, of course, but i think it's possible.
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Berg
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg »

wz2100-20120909_100208-Sk-Rush.jpg
TEAM COLOURS ADDED
wz2100-20120909_100736-Sk-Rush.jpg
This models has to be tested for scale compare to scav
model and textures also needs re-naming .
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg »

wz2100-20120909_101502-Sk-Rush.jpg
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by shpooky_ »

NoQ wrote:This mod is supposed to make scavenger AI come up with some advanced behavior (capturing oil derricks, building bases and defenses).
  • ultimatescavs-1-14.mod.wz
    ultimatescavs-1-12.gmod.wz
    Image
Image
Scavenger factory produced Berg's crane (v0.02)

Image
Scavenger tractor, camper, three-turret truck, excavator, VTOL factory and helicopter (v1.03)
thx for the asome mod is it yours ? :D
y0g1121
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by y0g1121 »

the game crashes when using the scavenger factory and trying to upgrade it. Also, I can't seem to build the buses and stuff nor the helicopters?
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by iap »

This mod is TOO SUCCESSFUL!

I've played with this mod, against 3 nullbot opponent in Mantion map (A complete NoQ package).
First time I was struggling to survive the scavengers, but when the choppers came (and too early in the game) they destroyed me. (However it was so much fun seeing the old choppers kick ass)
The second time I've change my strategy a bit, and I could resist the choppers, however while strugeling the choppers the scavengers DESTROYED ALL the eother AI opponents... I've won in less then 5 minutes by doing nothing... :shock:

mmm half a minute later they destroyed me too :ninja:
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Scar48 »

Just tried the mod and it's really fun!
I've posted here before, but I lost my account and had to make a new one :(


I always assumed the Scavengers must have been formed by some Ex-Military guys who felt betrayed by their governments.


I can imagine the Scavengers would eventually begin to use Black ops tactics and stuff as they became a more powerful military.
So how come we don't have any more of the little scav guys running around? all the factories seem to do is crank out the trucks and buses. I guess that's cause the footsoldiers are too weak in comparison huh? I remember they would die in like one hit during the campaign. I thought they'd eventually smarten up and start using body armor or something instead of just running around Rambo Style with no shirt and a machine gun XD.

Edit: I just looked back in the thread, and saw you guys look like you already have the transport covered.


I guess I'll put in my 2 cents for some Possible Scavenger units I would like to see.

Scavenger Spec ops soldier: As the scavengers began to realize their footsoldiers we're all but useless against the mighty tanks of the Project, they figured they must outsmart they're enemy if they couldn't outfight them. Spec ops soldiers are Some of the most highly trained units the scavengers have to offer. They are airlifted into poorly defended oil feilds, where they use their Armor-Piercing smg's to shred the enemy defenses. They are equipped with light Body armor, and are only slightly tougher than their shirtless counterparts.

The Scavengers begin to produce them around the 15 minute mark.
Spoiler:

Scavenger Grenadier: The scavengers are no strangers to the art of war, and as such they know that Explosives can give even a weak army such as theirs a fighting chance against their foes. The scavenger grenadier uses an underslung grenade launcher attached to an M4a1 to get the job done.

They are produced as soon as they are available
Spoiler:



Scavenger Revenants:

As the war dragged on, the scavengers eventually began to encounter a new enemy in the battlefield. The Cyborg. The Scavengers quickly realized that these Cyborgs we're Men who had their Bodies connected to these machines via some strange technology. The scavengers understood they would never be able to replicate this technology. So they did what they do best. Scavenged their parts. The Scavengers discovered that once the composite alloy's of the cyborgs we're melted down, they became a malleable, moldable metal. They used this metal to form a strong, yet light "Suit of Armor" that their soldiers could wear on the battlefield. They then reverse-engineered the "Flashlight-gun" technology they salvaged from the dead cyborgs and someof the enemy vehicles, and made them into what they call a "Pulse rifle". for all intensive purposes, this is the scavengers answer to their opponents Cyborgs.

The Scavengers begin producing them around the 20 minute mark.
Spoiler:
Vehicles:

Scavenger W.A.S.P (Wheeled Aircraft Suppression Platform)

The Scavenger W.A.S.P was designed after the Scavengers realized they would need some kind of defense against enemy aircraft and transports. The W.A.S.P for all intensive purposes, is a pickup truck with an automated Soviet. Stinger missle mounted on the back. It is very weak and rudimentary in comparison to the mighty cyclone or the unstoppable Vindicator, but it 's something.
(Alternitavley you could just give them a quad machine gun, but I feel like they are too inaccurate to do any real damage)

They are produced around the 6-7 minute mark, shortly after the Scavengers begin deploying their aircraft.

Scavenger Command APC:

Using a Refitted Police-issue Armored Personell Carrier, the Scavengers lead their troops into battle with undying dedication and Valor. It is equipped only with the Standard Issue LRAD sound cannon, as the rest of the equipment takes up a great deal of space. It is the most heavily armored Scavenger vehicle. (And by LRAD sound cannon I mean the stupid commander laser)

They are Deployed near the 25 minute Mark.

Naval Units:

Scavenger Patrol boat: Before the great war, the Coastal towns of Major cities we're defended by their respected Coast guards. The Scavenger Patrol boat is a commandeered, retrofitted Patrol boat armed with a 50. Machine gun.

Scavenger modifed Freight Carrier.

The scavengers realized that the Civilian Craft that we're used to transport large shipments of goods had a great deal of empty space to which they could attach weapons platforms. The Scavenger Freight Carrier is a large, flat ship with Several Gun emplacements attached to it.



concepts I would like to see, but am not sure if they can be implemented.

Scavenger Marksman: The scavengers quickly figured out that going toe to toe with the Superior firepower of the Project is a bad idea. Thus the Scavenger Marksman was born. He (Or she) Weilds a Rail-rifle, capable of penetrating the thick armor of the projects tanks. The Scavenger Marksman has a very long range, and deals great damage with a single shot, but should stay out of Frontline Combat.


(I would love to see this, Maybe using a Long Range Version of the Rail-gun, or gauss cannon. But I don't know if you could modify the range for JUST the scavengers.)

Scavenger Resistance Leader: The unquestioned leader of the Scavenger resistance. He (Or she) Appears in battle at the 30 minute mark, and leads the Scavengers final assault on the bases of the Project. The Scavenger Resistance Leader carries a modified Assault gun. He (or she) Is the toughest fighter in the Scavenger Military, and a force to be reckoned with, drawing a stark contrast between themselves and the forces of the Project.

(I would like this to be possible, But I'm not sure if it can be done because I don't know if you can script the AI to only spawn a single unit, and not spawn it after it is eventually killed)
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Andrie
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Andrie »

Berg wrote: also needs re-naming .
Why? O_o
Ilike the name! :wink:
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Groete Andrie
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