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 Remote Elimination of Targets & Recon Drone Support 8/12/12 
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Joined: Sun May 16, 2010 5:03 am
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Post Re: Remote Elimination of Targets & Recon Drone Support 1.4 29/8
I have had a lot of fun with this mod and using a particular gun with the drones made it so i could zerg rush so bonus points for that. though using the mod normally was just as fun. 11/10


Thu Sep 09, 2010 6:03 am
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Post Re: Remote Elimination of Targets & Recon Drone Support 1.4 29/8
goduranus wrote:
Out of curiosity, which part of the code determines which team they'll be on? and how were friendly drones made unselectable by the player?
Their team is determined by the 'Team =' in the code for the 'grenades' that they come packed in. Their autonomy and 'unselectablity' is all a result of a creepy and awesome anomalous bug in the game. I can't say why they hunts brains, or can't be selected, because I really have no idea how or why.


Thu Sep 09, 2010 7:03 am
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Post Re: Remote Elimination of Targets & Recon Drone Support 1.4 29/8
That's caused by an actor not having a team set to either 0 or 1, where 0 is red and 1 is green. They aren't handled by hud code and are set to brain hunt mode as well as being hostile to both teams. Usually, Team = -1 is used, but I suppose Team = would work just as well.


Thu Sep 09, 2010 7:42 am
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Post Re: Remote Elimination of Targets & Recon Drone Support 1.4 29/8
Geti, Team = -1 could be for rogue drones that attack both teams, but normal droned attack the enemy of their user, yet are unselectable.


Thu Sep 09, 2010 12:18 pm
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Post Re: Remote Elimination of Targets & Recon Drone Support 1.4 29/8
nName of mod Is: RETARDS?
:0


Fri Sep 10, 2010 1:58 am
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Post Re: Remote Elimination of Targets & Recon Drone Support 1.4 29/8
goduranus wrote:
Geti, Team = -1 could be for rogue drones that attack both teams, but normal droned attack the enemy of their user, yet are unselectable.
I've worked it out as being -1 for wildlife, 0 for red and 1 for green. They're all hostile to each other, so team -1 attacks 0 and 1, but not any other -1's. In the grenade gibs, under the copyof of the drone I added Team = 0 for the friendlies and Team = -1 for the infected drones.

I tried numerous times trying to put team -1 in the activities.ini so that any 'infected' drone grenades would work alongside the enemy AI, as the AI are also the 'infected' drones, but that doesn't seem to work. I eventually ended up making the AI craft drop infected drone grenades, but then they attack the craft and everything dies as a result. I've since resorted to them just being left on team 1, so while it doesn't really make sense in doing so, using buyable infected drones against them is viable because they attack each other. Oh well :(


Also, rocket drone given to me by Lambda will soon be included with the next version, I just have two problems that need solving. One being that all the craft I make open their doors upon spawning, and the other being that the anti-duck script doesn't seem to prevent ducking.


Fri Sep 10, 2010 12:56 pm
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Post Re: Remote Elimination of Targets & Recon Drone Support 1.4 29/8
Have the craft be sort of invisible but with a MOSR pinned to it through Lua or something like that?


Fri Sep 10, 2010 1:07 pm
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Post Re: Remote Elimination of Targets & Recon Drone Support 1.4 29/8
That or just disable their controller for a while so they don't shoot the craft.


Fri Sep 10, 2010 1:16 pm
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Post Re: Remote Elimination of Targets & Recon Drone Support 1.4 29/8
Squeegy Mackpy wrote:
Also, rocket drone given to me by Lambda will soon be included with the next version, I just have two problems that need solving. One being that all the craft I make open their doors upon spawning, and the other being that the anti-duck script doesn't seem to prevent ducking.


I believe it's not working since it has "and actor.AIMode == Actor.AIMODE_SENTRY" in it. I can send you a version that probably works if you'd like.


Fri Sep 10, 2010 9:51 pm
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Post Re: Remote Elimination of Targets & Recon Drone Support 1.4 29/8
Lambda wrote:
I believe it's not working since it has "and actor.AIMode == Actor.AIMODE_SENTRY" in it. I can send you a version that probably works if you'd like.

Ofcourse I'd like


Last edited by Squeegy Mackpy on Mon Sep 20, 2010 10:26 am, edited 1 time in total.



Sat Sep 11, 2010 1:57 am
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New version is up, issues I noted before still persist, but it's not worth pushing back a release untill they're fixed as they're minor issues.


This one is also in the modding contest :D


Mon Sep 20, 2010 10:25 am
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Post Re: R.E.T.A.R.D.S V1.5 20/9 (Modding Theme Entry: AI)
OMG TEAMWORK
I just dropped four deployable rocket drones.
Image
They did it by theirselves. Maximal firerate and effectiveness, no team kills.

You didn't improve AI. You just make basic AI work with maximal effectiveness, and it's great!


Mon Sep 20, 2010 2:32 pm
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Post Re: R.E.T.A.R.D.S V1.5 20/9 (Modding Theme Entry: AI)
This is one of my favorite mods, 20/10.


Mon Sep 20, 2010 10:39 pm
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Post Re: R.E.T.A.R.D.S V1.5 20/9 (Modding Theme Entry: AI)
Is it allowed to submit a mod already in mod releases?
Don't think it is.


Mon Sep 20, 2010 11:08 pm
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Post Re: R.E.T.A.R.D.S V1.5 20/9 (Modding Theme Entry: AI)
I think this mod truly exemplifies the "replace/buy" nature that Cortex Command emphasizes. 10/10.


Tue Sep 21, 2010 1:57 am
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