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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Tomaster's Simple Scenes™ Compilation
Nice, more maps, have you ever thought of a complex anthill-style tunnel system?
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Sat Nov 14, 2009 2:36 am |
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Quantum
Joined: Tue Aug 04, 2009 9:45 am Posts: 17
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Re: Tomaster's Simple Scenes™ Compilation
These maps are genuinely good! I mean, normally I avoid extra maps because they tend to be huge, over-elaborate concrete jungles, with pointlessly huge bases and such. It's a real breath of fresh air to be able to actually build your base in a reasonably-sized map. Cheers!
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Sat Nov 14, 2009 11:24 am |
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joost1120
Joined: Fri Aug 15, 2008 6:17 pm Posts: 318
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Re: Tomaster's Simple Scenes™ Compilation
Nice one Tomaster! What about a scene with a nice and good battlefield and some trenches and a bunker with a tunnel that leads to the other side of the battlefield? And make it so the AI can only spawn on the other side.
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Sat Nov 14, 2009 2:59 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Tomaster's Simple Scenes™ Compilation
If i remember correctly, in skirmish those landing zones for AI don't work for some reason. For ♥♥♥♥'s sake, fix it Data!
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Sat Nov 14, 2009 3:24 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Tomaster's Simple Scenes™ Compilation
To fix that you can add an invisible bunker module with an object attached to it that runs a script that removes dropships/rockets/dropcrated that have recently arrived at the set perimeter.
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Sat Nov 14, 2009 9:35 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Tomaster's Simple Scenes™ Compilation
If it only removed them it would be boring, as there would be much less enemies coming.
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Sat Nov 14, 2009 9:36 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Tomaster's Simple Scenes™ Compilation
Then simply move them.
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Sun Nov 15, 2009 2:45 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Tomaster's Simple Scenes™ Compilation
mail2345 wrote: Then simply move them. Or use the code for the dropzones.
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Sun Nov 15, 2009 2:56 am |
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joost1120
Joined: Fri Aug 15, 2008 6:17 pm Posts: 318
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Re: Tomaster's Simple Scenes™ Compilation
Natti wrote: If i remember correctly, in skirmish those landing zones for AI don't work for some reason. For ♥♥♥♥'s sake, fix it Data! Everyone thinks of skirmish, but this can be a mission, right?
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Sun Nov 15, 2009 12:13 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Tomaster's Simple Scenes™ Compilation
joost1120 wrote: Natti wrote: If i remember correctly, in skirmish those landing zones for AI don't work for some reason. For ♥♥♥♥'s sake, fix it Data! Everyone thinks of skirmish, but this can be a mission, right? The scripting will work in skirmish mode, just switch... Code: AddActivity = GAScripted PresetName = Maginot Defence SceneName = Maginot Mission ScriptFile = Missions.rte/Scenes/Scripts/Maginot.lua InCampaignStage = 1 LuaClassName = MaginotMission TO Code: AddActivity = GAScripted PresetName = Maginot Defence SceneName = Maginot Mission ScriptFile = Missions.rte/Scenes/Scripts/Maginot.lua InCampaignStage = 0 LuaClassName = MaginotMission
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Sun Nov 15, 2009 7:24 pm |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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Re: Tomaster's Simple Scenes™ (Last updated Nov/17/09)
My newest map, Hivemind, now up. That one was for you, dragonxp. Tell me what you think everyone.
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Tue Nov 17, 2009 5:31 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Tomaster's Simple Scenes™ (Last updated Nov/17/09)
Awesome, now i can have a undergrounf base, without bunker modules, like i just arrived and this was a giant ant abandoned hill that could be used as a temporary base.
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Tue Nov 17, 2009 4:39 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Tomaster's Simple Scenes™ (Last updated Nov/17/09)
dragonxp wrote: Awesome, now I can have a underground base, without bunker modules, like I just arrived and this was a giant ant abandoned crab hill that could be used as a temporary base. Grammar'd. Also, Crabs are the dominent/only animal on the planet, aside from cacti.
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Tue Nov 17, 2009 6:10 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Tomaster's Simple Scenes™ (Last updated Nov/17/09)
Don't forget jumpers. Also, you can make crab corpses by placing crabs around the map and then attaching a lua script that sets their health to 0 upon creation. Or just place crabs then manually textedit their life to zero in the base file. Don't forget a crab spawner or 2, and maybe a mega crab!
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Tue Nov 17, 2009 11:57 pm |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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Re: Tomaster's Simple Scenes™ (Last updated Nov/17/09)
Flammablezombie wrote: Don't forget jumpers. Also, you can make crab corpses by placing crabs around the map and then attaching a lua script that sets their health to 0 upon creation. Or just place crabs then manually textedit their life to zero in the base file. Don't forget a crab spawner or 2, and maybe a mega crab! You seem to be mistaking me for someone with a small amount of skill in coding. To everyone who'll tell me it's not that hard, I know, but I don't have time to learn Lua.
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Wed Nov 18, 2009 12:03 am |
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