Posted by: [RTS]BN+VS* - Sunday, April 19, 2009 2:56:42 AM
Hey guys,
I'd like to get some feedback on [url=http://generals.bn2vs.com/art of defense se4 v1-18.zip]this map[/url].
It's a classic AoD map (4 players max) that mainly follows the principle of not letting the bot reach the end of the road. Some waves also attack, depending on which difficulty you set the bot.
An older version of this AoD was always my favourite, but after reinstalling my OS, I lost it, and only found some version a nub had screwed up (half the waves deleted, bunkers everywhere, ect). So I fixed it up again and added my own additions. If someone knows who the original author is, please let me know so I can include his nick @ the credits.
Youtube vid: http://www.youtube.com/watch?v=9Q8fdI6G_QE
So please let me know what you like about it, and what could be changed to make it even better [smile]
Cheers
BN
Posted by: [RTS]BN+VS* - Sunday, April 19, 2009 3:22:03 AM
I'm currently trieng to do these 2 tings, but dno if they are possible:
1. Make the ship attack and move along the path at the same time in hard and brutal modes
2. Fire some special attack at a random place on the map
Any help with this would be appriciated [smile]
Here you have a screenshot:
[img]http://generals.bn2vs.com/Generals%20screens/AoD_SE4_v1.16.gif[/img]
Posted by: [RTS]BN+VS* - Sunday, May 10, 2009 10:48:27 AM
Hey,
No suggestions on how to solve these 2 issues?
Cheers
BN
Posted by: Drummin - Monday, May 11, 2009 2:27:54 PM
Well sort of...
By making [u]two[/u] "follow path" subroutine scripts, one that just follows the path and the other that exactly follows the path you can make the battleship attack while moving. The "follow exactly" will have the ship move along the path, period. The script that just tells the team to follow the path will allow the ship to attack, but it will chase units all over the map. So in the team section under unit actions I'm triggering one or the other of these scripts depending on if an enemy is spotted. I tried a number of ways on triggering the ship to attack an area as it moved along and didn't get anything working as I liked. I'll attach the map I used for testing. It has others scripts disabled for just testing the battleship. [ATTACH]355[/Attach]
Posted by: [RTS]BN+VS* - Sunday, May 17, 2009 6:30:23 AM
Hey,
Thnx a lot for the effort [grin]
I'll have a look at it right away :)
Cheers
BN
Posted by: [RTS]BN+VS* - Sunday, May 17, 2009 7:46:28 AM
Hey,
Just had a look at your map.
Rotten it won't work completely like that either...
And there are 2 more issues with the ship:
* The gfx from the custom weapons won't work (you don't see the bullets and explosions unless you take an unmodified weapon)
* The weapons don't work independently - sometimes the ship will only use the forward cannon (which is relatively weak), and shoot on a building while not doing anything with rear weapon.
I guess the c&c engine just wasn't designed for that, but would have been nice if you could do that :)
Cheers
BN
Posted by: [RTS]BN+VS* - Sunday, October 18, 2009 1:49:41 AM
Hey guys,
Drummin suggested (in an email) to create bots taht will aid a human player when playing skirmish. This would be great, but I don't have experience with that kind of scripting. If another AoD has this functionallity, probably only a few changes would have to be made to the scripts after export/importing them.
Does anyone know such an AoD?
Cheers!
[RTS]BN+VS*
Posted by: zergswarms - Sunday, October 18, 2009 8:35:27 AM
If I'm not mistaken, I believe there actually is one with comps on this site.
Posted by: [RTS]BN+VS* - Monday, October 19, 2009 6:41:43 AM
A link would be helpfull :)
Posted by: Drummin - Monday, October 19, 2009 7:53:15 AM
Not an AOD per-say but my Dark Fortress map made for Zero Hour works in this manner. Just importing the skirmish scripts into the map and some minor script changes starts to get your map working in this way. I would continue to adjust AI player to work better on this map. [ATTACH]476[/Attach]
Posted by: [RTS]BN+VS* - Monday, October 19, 2009 12:40:24 PM
Hey,
Thnx! I'll have a good look at that, and see how it can be used in the map when I create a new version. This won't be any time soon though. Feel free to do it yourself and put your name in the credits or something :)
Btw, adding bot scripts is nice, but I'd still stick with the current version numbering (v1.x), instead of naming it v2.
Cheers
Posted by: Drummin - Monday, October 19, 2009 1:43:05 PM
Hey it's your map and have no intention of redoing or renaming it. I just added the skirmish scripts and changed your "wrong bot" scripts. This was an example to show you.