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 Melee Master Arms (v0.02b 2:53 5/8/09 GMT) 
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
I have a suggetion to improve the AI:

Don't rely on the built in AI, use lua.

Basically have the weapon, it out to try to communitcate with the nearest AI designed actor.

It then detects if it's firing and nothing is near to disable the firestate.

You can then detect and boost(make it stick for a few ticks) the movement controller states.


Mon May 25, 2009 10:31 pm
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happy carebear mom
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
You make it, I'll include it. Until then, I'll stick to my simple playings with Lua to make fun little toys. I spent a good three hours getting zalo's water script to accept being placed into a separate file, I'm not going to be able to make AI :roll:


Mon May 25, 2009 11:26 pm
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Joined: Mon May 25, 2009 2:43 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Nice Sprites


Tue May 26, 2009 4:04 am
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Joined: Fri Jun 19, 2009 5:15 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
I tried reverting to vanilla CC to try a weapon out on an enemy dropship, but every time I select a map on skirmish and select a difficulty, the game crashes to desktop, with no real reason of why. Can anyone help me?


Fri Jun 19, 2009 5:20 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Your activities.ini is disabled.


Fri Jun 19, 2009 11:56 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Roon3 wrote:
Your activities.ini is disabled.



How is that so?


Fri Jun 19, 2009 7:46 pm
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Joined: Wed Apr 08, 2009 11:42 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
For some reason the it doesn't spawn the units in skirmish mode in my game. The activities.ini is included in the index. I'm using build 23. Anyone know what is up with that? Awesome mod though.


Sat Jun 20, 2009 4:56 pm
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Joined: Wed Apr 08, 2009 11:42 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
I figured it out. I had to turn off skirmishactivities.ini in missions.rte. Now it's spawning the actors from this mod


Sat Jun 20, 2009 5:03 pm
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Joined: Sun Dec 21, 2008 8:16 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Kinda makes me want to play Ultima Online again... *sigh*

Love your mod, it's awesome, it's epic, it's monumental! It's... okay i can't find anymore words to describe the awesome-ness of this mod.

Just charging at someone with a pole arm makes me want to give you an idea. Make HORSES! I want to stick my spear in the head of someone then make a run for it. I just want it!


Sat Jun 20, 2009 5:07 pm
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Joined: Wed Jun 16, 2010 1:27 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
SWEET MIDEVAL STUFF...tested it....eeeeh...wish eemys would spawn as them....then it would becool....nice mod...goes good with that castle builder thing.....great combo...thanks!


Wed Nov 17, 2010 3:24 am
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Joined: Fri Oct 22, 2010 5:18 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Oh god, I hate superbumps like this... Ahh well, might as well comment too!

Balanced mod for one reason: You have to get close enough to kill your enemy before you open a can of whoopass (Press the left mouse button)! Although I really hate the throwing weapons, such as the tomahawk, which nearly kills or insta-kills you/your actor.

This isn't a mod contest, but I am gonna start a habit of rating every mod I comment on (if the admins and mods have no problem with that of course, I'll edit it out if required.)

7/10


Last edited by Aran on Thu Nov 18, 2010 8:03 pm, edited 2 times in total.



Wed Nov 17, 2010 5:08 am
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happy carebear mom
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Not a problem at all, as long as it's not the only thing in your post.
Also in case nobody knows what the whole license at the top of the OP means, I'm perfectly ok with people adding on and/or rebalancing any one of my mods.


Wed Nov 17, 2010 5:16 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
No worrys, you introduced me to this epic mod! :grin:


Wed Nov 17, 2010 6:28 am
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Joined: Tue Feb 02, 2010 11:36 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Yeah, AI Melee behaviour could use some work. Even mods that do it well, like the Zombots, will still Ef up from time to time.

Chances are, unless someone can devise a working melee script, we'll just have to wait until B24 rolls around to have epic melee skirmishes with the AI.


Wed Nov 17, 2010 6:38 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Or (not to get TOO off topic), develop the AI so that it attempts to get in between the minimum and maximum range of the weapon, causing the AI to back off when confronted with melee attackers while holding long range weapons, and get closer when using melee weapons themselves.

Ex. You are an infected zombie from one of the rare mods that made you, and you are hunting down a poor lone group of AI that stupidly crashed their rocket again. You begin to sneak up on them, and as you are just about within range... BAM! One catches you! They are all alerted and begin to fire while in a desperate attempt to move out of the range of your deadly infectious claw. The smart AI manages to avert the crisis and take you down... then you send in an army! Your AI teammates rush the group of soldiers because they know percisely how close they have to be to strike the enemy... and they all become infected. THE END!


Last edited by Aran on Thu Nov 18, 2010 12:49 am, edited 2 times in total.



Thu Nov 18, 2010 12:42 am
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