Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Another idea I plan to implement. AutoTurrets and/or self driving mini tanks.
I've successfully got bots working in conquest mode.
Instead of going through the "normal" process of generating pathmaps, I just put a directional light above the map in Max, turned off the sky lights and genned a shadow map (I lowered certain statics so walkable surfaces are buried under terrain so they won't cast a shadow in those areas) which I then converted to black and white. So pretty much bypassed using the game engine for making pathmaps entirely. The only down side is that this method won't work on pathing building interiors. But the only building interior in my map per say is the construction building. The rest the bots can get to just fine.
I plan on limiting bots to a minitank they can't escape from and from "turrets" mounted near the gates of the city. I plan to set those up so that they can never escape from them and that they can't spawn on the map at all unless these vehicles are present (thus being forced into them on spawn).
So my map will sorta have a limited AI mode of sorts.
I have Cameras in your head!
Shrooms
[ 01:38 ] [ 03 Nov 2013 ]
Guest
hahaa thats really cool. What kind of projectiles will the turrets fire and are the bots scores still tallied?
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Yeah bot deaths and killing bots would count towards score. I don't think the score system would be able to differentiate them. The code that adds the bots is 100% server side so if a server didn't want them, they could rem them out with no issue.
I've also noticed that bots count towards minimum player count for pregame to end. I doubt they show up in player count though which isn't really what I want anyway.
As for the turrets, I haven't gotten around to making them yet and I haven't yet decided. It's either going to be a supped up machine gun type thing or something similar to the defgun. (but without any projectile drop)
I'll limit the bot's range in them so they won't be able to shoot at players all the way back at their base. But I hope to have them set up so that destroying them from a safe distance would be needed to take control of the gates. Thus whomever has control of the gates gets auto turrets to defend them.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
The mission I long sought for many years is now complete!
I finally figured out how to get custom handweapons to work with WORKING animations as a mapside mod!
My Dystopia map is starting to turn into a complete self contained mod. Hot diggity dog!
Basically I take all the Thompson animation state code and rename them to the custom handweapon.
(much of it is not recreated for most weapons. The copystate commands assign many weapons to share this code)
It seems I only had to do this to one weapon before the copystate commands started working. The Thompson animation states can't be recreated, so I made M1Garand (which originally had it's code fubar'd by Interstate's main animation rfa con files) the replacement.
Small snippet of the M1Garand.con file I have which is loaded from staticobjects.con:
(existing BAF Files can be used from the main mod if they exist there, but if your base weapon is new, then yes the baf files need to be included into your map RFA as well).
Note the include command at the end. This seems to finally get the copystate commands to work, so I didn't have to repeat this for my minitank handweapon. (I found out because debugger was nagging me about the animation states for the minitank weapon already existing. )
This is how my INC files singleShotWeapons.inc file is configured: (which as noted above is loaded from the "copyToallWeapons.inc" referenced above in the primary weapon animation state)
Once at least one weapon has a complete set of animation states was set up, the v_arg1 in the copyState INC files functioned correctly as a mapside mod. Thus any future weapon I want to add, I can add them as if I was doing it at the main rfa level of the mod. The Thompson is basically the base animation state all other handweapons "replace" with their own animations via the copyState commands. Once the map is loaded, the copystate commands don't normally work a second time around in a mapside mod. But once a new base weapon template is created (existing animation templates can't be recreated, they have to be unique. The M1Garand in this case had it's code completely wiped out by con files in the animations.rfa of the main mod, so I was able to use that for my base weapon template since the animation states no longer existed. )
The mystery of mapside handweapons is finally solved.
I have Cameras in your head!
Shrooms
[ 08:56 ] [ 03 Nov 2013 ]
Guest
now we can see new weapons in future maps to come! I have a weapon in one of my maps named banstickbanned. It's a large stick. I never got animations to work for it so I assumed animations map side were impossible. This is great news.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Once I get the Moonraker Laser gun working (Dystopia shall have laser guns. ) I'll release the coding so that you can get this working in your own maps. The M1Garand has existing baf files so the base template won't need all the baf files copied over for it to work. However you'll need to rename the template names if you use this in a map that is in a mod other then Interstate since other mods likely have the M1Garand in a working state which would just result in duplicate animation state errors.
In my map the Garand is only serving as the base template that reactivates the copyState command. The weapon doesn't actually have to be used on the map anywhere. I just have it in my kits as a placeholder currently.
So once the base template is in, you can go wild with whatever handweapon you want.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Got my laser gun working:
Complete with effects and sound. Does everything the original does in GoldenEye 007.
The deploy sound at spawn only occurs once. So if the kit with this gun is spawned on teh map, the sound won't be heard again even if a player comes to pick it up. It seems to work best if someone spawns on the map with the kit instead.
I may try and figure out how to get the deploy sound to play everytime the gun is selected, but no promises.
I have Cameras in your head!
Shrooms
[ 06:46 ] [ 05 Nov 2013 ]
Guest
looks great. I just noticed the custom env map too which is real nice. Keep up the good work.