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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
HAY BETA TESTERS overwrite your BW.rte/maps directory with my one and then you can place respawn points >:D obviously not done yet but works well, i just need to give the spawned guys better instructions. now im at school rather than rushing out the door to get here i can post some real info. basically, its an area that spawns mercenaries of either red or green team. they have a random weapon. theres a little bit of smoke when they spawn, for kicks. the spawnpoint gives them random instructions that are either "follow a random actor on the map!", "go to a random point on the map!" or "patrol here now!", all of which are pretty crappy but whatever. sadly, it works better on the horizontal maps due to the AI being pretty shitty at jetting still. i'll make a "win/lose" script for when your entire team is dead or something soon. for now, just enjoy not having limitless enemies falling from the sky, and instead having limitless enemies spawning from little panels in the wall. and being able to spawn allies, thats handy too. if someone makes some good AI scripts for the mercs i can take the instructions out and just have them do their thing, but for now they're just pretty dumb.. <_< this prevented me from making any headway on my competition entry again yesterday.. goddamnit.
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Sun May 17, 2009 9:23 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Foa wrote: Numgun, I've got a brilliant idea about the reconstructer's dilemma.
Have you seen the lua files of PrisonEscape.rte, it has the coding necessary to allow you to enter the healer* and exit it without losing weapons. The way you do it is by assigning cookies to the weapons, and if you could auto-assign cookies, you'd be able to use it with any weapon, or actor.
* The healer function like your reconstructer, it draws them in and replaces them. TheLastBanana wrote: There isn't a way to cycle through an actor's inventory without glitches, currently, so I'm leaving the way it is. Once we get that function, there will probably be something like that. Something tells me that the ability to keep the inventory is exclusive to prison escape.
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Sun May 17, 2009 10:51 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Foa wrote: Numgun, I've got a brilliant idea about the reconstructer's dilemma. I intended it to remove guns that enter it. Its designed that way. Its a tactical feature and makes the player think twice before going in to heal up.
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Mon May 18, 2009 7:34 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
yeah no all it means is that they're going to use someone else's healer that gives back weapons
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Mon May 18, 2009 7:46 am |
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MECAGUY03
Joined: Thu Aug 30, 2007 4:36 am Posts: 65
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Holy ♥♥♥♥, these sprites are epic, on par with the heavy lander.
CANT WAIT TO USE!
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Mon May 18, 2009 7:58 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Those respawners rock, me and my brother just played a massive team deathmatch with them.
FULL MARKS, SIR.
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Mon May 18, 2009 11:35 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
glad you approve. now we just need proper scripts for the bot ai.. but i am so burnt out i arent even going to try.. for a while. out of interest what maps did you use them on?
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Mon May 18, 2009 12:51 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Exalion wrote: Those respawners rock, me and my brother just played a massive team deathmatch with them.
FULL MARKS, SIR. Re-re-respawners? Tell me more!
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Mon May 18, 2009 3:47 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Hey nice. These respawners are pretty darn good, I'll include them with the mod.
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Mon May 18, 2009 4:15 pm |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I found out that playing with vanilla content against these with death in concrete pit is pretty hard. My record is 20 kills.
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Mon May 18, 2009 4:25 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
piipu wrote: I found out that playing with vanilla content against these with death in concrete pit is pretty hard. My record is 20 kills. o_ô Someone actually used that map like I intended to when I made it. Nice.
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Mon May 18, 2009 4:35 pm |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote: piipu wrote: Someone actually used that map like I intended to when I made it. Nice. That map wasnt very good. All I did on it was fill it with dropship gibs. When's the release?
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Mon May 18, 2009 4:40 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I like concrete pit, shows how good the AI is on Death... how good it is at killing itself by dropping actors on the actors that are try to dig through to my brain.
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Mon May 18, 2009 4:50 pm |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Play as a brain bot.
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Mon May 18, 2009 4:52 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
piipu wrote: Play as a brain bot. And only brainbot plus any weapons/equipment you need. Hit start and survive as long as you can. Its a survival map.
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Mon May 18, 2009 5:53 pm |
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