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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Hyperkultra wrote: Post the code for the Crobo faction, I beg of you. I just took the code that WorldOfGooCorp sent me in and removed actors with pre-equipped weapons. You need to add CROBO id with number you want to use for it as I already have 11 factions . Code: self.Modules[self.Factions.CROBO] = "Crobotech.rte";
self.LightWeaponSets[self.Factions.CROBO] = {"AW-57" , "MG-90" , "PA-60" , "AW-18c" , "AW-18c" , "PA-40c" , "PA-40c"}; self.HeavyWeaponSets[self.Factions.CROBO] = {"RL-7" , "GL-19" , "SH-20" , "LR-5000"}; self.ExplosiveSets[self.Factions.CROBO] = {"Crobo Grenade"}; self.ActorSets[self.Factions.CROBO] = {"CR-Clone" , "CR-Clone Heavy" , "CR-Trooper"}; self.Probabilities[self.Factions.CROBO] = {0.55 , 0.30 , 0.40 , 0.40};
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Sat Jan 09, 2010 9:56 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Code: self.ActorSets[self.Factions.CBORG] = {"Regen Replicating Zombie", "Light Replicating Zombie","Heavy Replicating Zombie","Regular Replicating Zombie"}; self.HeavyWeaponSets[self.Factions.CBORG] = {"Zombie Shotgun","Zombie SMG", "Auto Shot Pistol", "Zombie Shovel"}; self.LightWeaponSets[self.Factions.CBORG] = {"Blunderpop", "Blunderbuss","Zombie SMG", "Zombie Shovel"}; self.Probabilities[self.Factions.CBORG] = {0.50 , 0.25 , 0.50 , 0.50}; self.ExplosiveSets[self.Factions.CBORG] = {"Blue Bomb", "Stone", "Stick Grenade", "Blue Bomb"}; self.Modules[self.Factions.CBORG] = "All"; --quiet you. lazy mail is lazy globalczteam = -1; --Change this to the team using the bots. Or keep at -1, or even opposite team for lols.
Cyborg zombies. Godly unbalanced as offense. Defense is somewhat less unbalanced. Can't infected behmoth until you get it below 101 health.
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Sun Jan 10, 2010 8:23 am |
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Rook_PL
Joined: Mon Sep 21, 2009 9:52 am Posts: 24
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
As for multiplayer, when I added "PlayerCount = 2" to mission activities, two players were on one (attacking) team. It was fun, we managed to win little earlier than normal. Things get complicated when I tried to get us on different teams. When I added "TeamCount = 2 PlayerCount = 2 TeamOfPlayer1 = 0 TeamOfPlayer2 = 1", suddenly there appeared two brains on right side of different teams, but one of them was not operational for either player. Dummy brain remained on it's place. Also, after right green team brain was killed (which is inevitable), the game crashed. Brilliant mission btw. edit: Ok, I managed to get it working, by adding "PlayerCount = 2 TeamOfPlayer1 = 0 TeamOfPlayer2 = 1" and killing the brain-out-of-neither-player-control edit2: At last! After 2,5h I managed to win playing Dummy defenders! EPIC BATTLE. Though edit1 trick doesn't work every time... weird.
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Sun Jan 10, 2010 4:38 pm |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Cool mission, but now that I'm in the mindset of wanting less deaths than the other team (like how I want less deaths than kills in MW2), I raged hard because I lost 200 guys to friendly fire alone. Also whenever I got to that DAMN BEHEMOTH, I'd get my ass kicked by that shotgun no matter what. Whenever I had a Heavy Sniper or Rocket Launcher on one of my dudes, there would either be a conveniently-placed Impulse nade or some arse Dummy that spawns at the perfect time. So frustrating, that I actually landed a PANZOR in the big room and killed the Behemoth like that.
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Thu Jan 14, 2010 3:55 am |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
I just use DSTech superunits to kill the behemoth, since the impuls nades just throw them back lol. Another great mission weegee, am looking forward to more!
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Thu Jan 14, 2010 4:27 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
I've modded my CC to have stronger concrete and the beginning explosion doesn't make it through it all.
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Thu Jan 14, 2010 4:50 am |
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hax
Joined: Tue Aug 11, 2009 2:42 am Posts: 321 Location: On an iceberg typing away...
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
yes me too
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Thu Jan 14, 2010 5:16 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
... So don't? You should have made CopyOf bunker modules with better durability, not edit vanilla CC. Or basically anything.
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Fri Jan 15, 2010 8:40 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
What if I want all the missions to have stronger modules? It wouldn't be too hard to make the bombs stronger so they ate through the concrete better... of course i can just do that myself, or make the concrete a little weaker.
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Fri Jan 15, 2010 5:19 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Or use some sort of DeepGroup om nomming to om nom the wall, solving the problem regardless of wall strength.
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Fri Jan 15, 2010 5:46 pm |
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deskup
Joined: Mon Jan 18, 2010 7:03 pm Posts: 47
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Weegee i beg of you, post a version with stronger floor! I want to see the result of a fight between DSTech and UniTec. Started the game, but their nades dug a hole in the bridge and all my forces went down Also, beat thes with coalition(me)мыВЫ with oni's, tengus, assault rifles/lasers, coil guns and long range lazers. That was TOUGH. To make it tougher, how can I make gatling gun appear with ammunition? Oh, yea, first post, love you weegee
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Mon Jan 18, 2010 7:11 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Sorry, no more updates in the near future, too busy.
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Mon Jan 18, 2010 9:52 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
The problem with Gatling guns isn't the ammunition, it's the spinup. The CC AI cannot use any weapon with a spinup, it's just a flaw in the code. Give them YAK4700s instead, they are close to the same except no spinup.
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Mon Jan 18, 2010 10:05 pm |
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hax
Joined: Tue Aug 11, 2009 2:42 am Posts: 321 Location: On an iceberg typing away...
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
deskup wrote: Weegee i beg of you, post a version with stronger floor! And a weaker wall or a stronger explosion to destroy the wall!
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Tue Jan 19, 2010 1:06 am |
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deskup
Joined: Mon Jan 18, 2010 7:03 pm Posts: 47
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Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Hyperkultra wrote: The problem with Gatling guns isn't the ammunition, it's the spinup. The CC AI cannot use any weapon with a spinup, it's just a flaw in the code. Give them YAK4700s instead, they are close to the same except no spinup. Err... Testing... DSTech oni with d-48+YAK47+YAK4700 vs unitec tank. Yak47 - appr. 400 shots, 14 clips to destroy, a bit of richoshet. D-48 - appr. 400 shots(whoa, it's weaker than i thought), 1 clip, way higher fire rate. YAK4700 - lots of richoshet, no hits. Anyway, does someone know the way to get both gatling and ammunition for it equipped only on oni's?(i mean dstech mod ammunition and d-48 gatling of course) EDIT Sorry ppl, i mixed DS and DarkStorm, my fault
Last edited by deskup on Tue Jan 19, 2010 10:33 pm, edited 1 time in total.
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Tue Jan 19, 2010 8:33 am |
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