View unanswered posts | View active topics It is currently Wed Jan 15, 2025 7:01 pm



Reply to topic  [ 10 posts ] 
 'Sieging' an enemy base. (and a small problem) 
Author Message
User avatar

Joined: Mon May 05, 2008 10:07 pm
Posts: 23
Location: The Citadel
Reply with quote
Post 'Sieging' an enemy base. (and a small problem)
is it possible?
because i'm getting kind of tired of shooting random skeletons armed with blunderbusses.

Also, when I try to use a (certain) Activity.ini from a mod, I get this:

Image


Wed May 07, 2008 8:30 am
Profile

Joined: Tue Jul 10, 2007 1:05 pm
Posts: 104
Location: manila, philippines
Reply with quote
Post Re: 'Sieging' an enemy base. (and a small problem)
I only get this problem when I put something that will overload my Index.ini, like if I put the KMF mod in the Index.ini, once it reaches the Oppressor, it would crash like this.

How could you siege an enemy base when there's no base? and the enemy doesn't have a brain anymore, the last time I checked.


Wed May 07, 2008 10:27 am
Profile YIM WWW
User avatar

Joined: Fri Jan 26, 2007 3:22 am
Posts: 1451
Reply with quote
Post Re: 'Sieging' an enemy base. (and a small problem)
What are you talking about zyrex. Someone just needs to make a map with an enemy base.


Wed May 07, 2008 11:01 am
Profile
User avatar

Joined: Sat May 05, 2007 6:04 pm
Posts: 2901
Reply with quote
Post Re: 'Sieging' an enemy base. (and a small problem)
Killing enemy brains does not mean you win.
And the enemy would just drop rockets outside of their base.


Wed May 07, 2008 3:23 pm
Profile
User avatar

Joined: Mon May 05, 2008 10:07 pm
Posts: 23
Location: The Citadel
Reply with quote
Post Re: 'Sieging' an enemy base. (and a small problem)
I get that problem when it loads the KMF Opressor XD
so I guess thats it.

And with sieging, I mean attacking a base with the AI in 'defense mode' basically. A match without me having to build a brain
just a goal, destroy the enemy brain.
because when I build a brain, the moment I start the match the AI just zerg rushes my brain with a shitload of skeletons with diggers and pistols, whilst leaving their base unprotected.
and that's not my idea of assaulting a base you know.

what i'm trying to say in short is, An 'Assault' game mode would be fun.


Wed May 07, 2008 5:00 pm
Profile
User avatar

Joined: Wed Jan 03, 2007 2:05 pm
Posts: 174
Reply with quote
Post Re: 'Sieging' an enemy base. (and a small problem)
I agree very muchly. One way to make it harder to attack the enemy base is to put in a turret and because it can't move it'll have to stay, and there could be robots or something with paralyzed legs.


Wed May 07, 2008 5:10 pm
Profile

Joined: Tue Jan 01, 2008 5:56 am
Posts: 564
Location: Behind a DarKlone, trying to pierce its fudging armor!
Reply with quote
Post Re: 'Sieging' an enemy base. (and a small problem)
Not possible until Lua is incorporated. What you have now is GABaseDefense as the only skirmish mode. Data's working more on the mechanics than the gameplay options at the moment from what I gather.

edit: Lazyfaith posted juat seconds before I did. Turrets would be a good idea, you'd just have to comment out your Activities.ini in base.rte and make a new one without any spawn information so the enemy wouldn't rocket in more actors. That much is doable for now. Turrets would ensure a defended base too.


Wed May 07, 2008 5:13 pm
Profile
User avatar

Joined: Mon May 05, 2008 10:07 pm
Posts: 23
Location: The Citadel
Reply with quote
Post Re: 'Sieging' an enemy base. (and a small problem)
yeah, but still, it would be much more fun blowing up the doors of a heavilly protected bunker with 5 soldiers behind it then with a turret or 2.

Well, i guess i have to wait then :(


Wed May 07, 2008 5:23 pm
Profile

Joined: Tue Jan 01, 2008 5:56 am
Posts: 564
Location: Behind a DarKlone, trying to pierce its fudging armor!
Reply with quote
Post Re: 'Sieging' an enemy base. (and a small problem)
Darlos kind of did something like that with his earlier DarKlone release. It was a fun Bunkermod level where you started in a kind of hanger with just a brain and a medium Klone and a small pistol. You had to run around and find more weapons to use and fight huge turrets and other klones. The only problem was the pre-made ADoors are automatically team3 actors I think, so they didn't open for anyone as well as the brain bunkermodule which had a team2 brain also had a team1 brain by default, and thusly was destroyed instantly by team2 turrets.

Come to think of it, I want it back. I'm going to talk to him to see about getting one going again.


Wed May 07, 2008 7:54 pm
Profile
User avatar

Joined: Wed Jan 24, 2007 11:53 pm
Posts: 589
Location: Silicon Valley, California
Reply with quote
Post Re: 'Sieging' an enemy base. (and a small problem)
This is possible (well, everything except the actual gamemode). Make a new scene with a premade bunker for the enemy. Place 'Team = -1' actors so they have weapons in their inventory, and set their 'AIMode =' so they are in sentry mode or patrol mode. In Activities.ini, make it so no dropships are spawned. I once made a crappy 'campaign' map using this method, using those vent modules for stealth.


Fri May 09, 2008 8:11 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 10 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.078s | 13 Queries | GZIP : Off ]