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Apr 16 2009, 04:58 PM
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#49
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
Laser Demo Nuke Mod version 3 Beta version uploaded, when approved it will appear at: http://www.cncmaps.com/index.php?automodul...mp;showfile=819 Try out the highest cost area spoofing strategies against enemy superweapons when playing against computer, very funny to make him shoot his own base. This post has been edited by Beng: May 6 2009, 05:49 PM |
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Apr 17 2009, 07:22 AM
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#50
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Group: Senior Staff Posts: 305 Joined: 9-October 08 From: Jakarta, Indonesia Member No.: 3,331 |
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Apr 19 2009, 11:55 AM
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#51
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
Does the rotordome texture rotate in your model? I based it on the Y-8 with rotordome: http://www.sinodefence.com/airforce/specia...craft/y8aew.asp The rotordome rotates. I could not animate the subobject so i animated the texture to rotate. |
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Apr 19 2009, 08:52 PM
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#52
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Group: Senior Staff Posts: 305 Joined: 9-October 08 From: Jakarta, Indonesia Member No.: 3,331 |
Yes, the rotor dome texture rotates in my model. It's just a reskin. You only need to replace the texture's tga file. And I've tried your new mod, it's awesome man! But why burton's and agent's strategy bombardment didn't work if not targeted to enemy's object? I think it's better as an area bombardment like Artillery Barrage. |
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Apr 19 2009, 09:59 PM
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#53
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
I will try your reskin. It is for a bit of "balance" (though this is a very unbalanced mod i know), so that they have to be able to see a target, or at least the human must be able to see a target, to use that power on it. So you can't bombard stealthed objects for example. Also the CBHU and hunt using command button script can use it. And also, becaue it targets objects and the strategy shells can adjust flight path, he can use it to target moving vehicles like enemy dozers or vehicles in moving groups of units. Anyway Burton already has the air strike power which he can use on the ground (and he has a hidden script only button to use it on objects for CBHU). Only he loses stealth while calling air strike. This post has been edited by Beng: Apr 19 2009, 10:01 PM |
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Apr 19 2009, 10:38 PM
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#54
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Group: Senior Staff Posts: 305 Joined: 9-October 08 From: Jakarta, Indonesia Member No.: 3,331 |
Here you go, if you don't want to download my entire mod.
Attached File(s)
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Apr 22 2009, 01:23 AM
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#55
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Group: Senior Staff Posts: 305 Joined: 9-October 08 From: Jakarta, Indonesia Member No.: 3,331 |
I have try your lastest mod, and I have some comments: - A10 unexploded bombs are attacked by enemies AI but can't be destroyed, how to get rid of them? would you revise it later? - UraniumSupplyPiles can be attacked by enemies, and when the owner defeated they still existed in battlefield and the AI keep attacking it. do something with this bug! - There are some tech buildings that can't die, the problem same as above. - Some players scores in scoreboard disappeared and messed up. - Prowlers wont return for ammo when the actual ammo runs out. AI is too dumb to handle this. - AI is too dumb to use deployable base defense, even they want to move when the mobile upgrade haven't purchased. - Sometimes the strategy center gun want to attack enemies in looong distance. - Attack Dogs sits on the barracks when produced and not follow the barracks waypoint. - Prowlers spawn TWO pilots when dead on VETERAN veterancy. And, some suggestions: - will you merge this mod with your SoupedUp SupW-Boss-GLA mod? - may I publish this mod on ModDB? This post has been edited by n5p29: Apr 22 2009, 01:24 AM |
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Apr 23 2009, 05:07 AM
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#56
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
> - A10 unexploded bombs are attacked by enemies AI but can't be destroyed, how to get rid of them? would you revise it later? Ambulance or toxin tractor or nuke sentry drone can get rid of them. I think dozers and workers and dogs might also be able to demine them. > - UraniumSupplyPiles can be attacked by enemies, and when the owner defeated they still existed in battlefield and the AI keep attacking it. do something with this bug! I will try to make them like tech buildings that become neutral when player dies. > - There are some tech buildings that can't die, the problem same as above. Maybe need techbuilding behavior or something. Or can be captured. > - Some players scores in scoreboard disappeared and messed up. Not sure why > - Prowlers wont return for ammo when the actual ammo runs out. AI is too dumb to handle this. It is because they have more than 1 weapon. When ammo for main weapons used up, they still have chaff etc not yet finished. Not sure how to fix it, maybe need script to tell them to go home. > - AI is too dumb to use deployable base defense, even they want to move when the mobile upgrade haven't purchased. Maybe i must make it like the GLA ones which do not use deploystyle AI but use suiciding to transform. > - Sometimes the strategy center gun want to attack enemies in looong distance. That is when it just has been built, but after the first 5 shots it cannot attack any more since weapon has no ammo, then only Burton/CIA can make it attack. > - Attack Dogs sits on the barracks when produced and not follow the barracks waypoint. It's a locomotor issue because they use hover locomotor. I am thinking of changing the dog locomotors to fix it. > - Prowlers spawn TWO pilots when dead on VETERAN veterancy. Yes i think i should change it back to 1. > - will you merge this mod with your SoupedUp SupW-Boss-GLA mod? That is a big job, no time to work on it right now, maybe in the future. > - may I publish this mod on ModDB? Sure but wait till i fix those things you mentioned and the Skirmish AI is finished. It's only beta version still. |
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Apr 24 2009, 04:20 AM
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#57
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Group: Senior Staff Posts: 305 Joined: 9-October 08 From: Jakarta, Indonesia Member No.: 3,331 |
> > - A10 unexploded bombs are attacked by enemies AI but can't be destroyed, how to get rid of them? would you revise it later? > > Ambulance or toxin tractor or nuke sentry drone can get rid of them. I think dozers and workers and dogs might also be able to demine them. then if they only can be deleted by hazardcleanup/clearmine make them can't be attacked by non-cleaner units. once again because the AI is too dumb. > > - There are some tech buildings that can't die, the problem same as above. > > Maybe need techbuilding behavior or something. Or can be captured. This problem appeared from Oil Refinery. I think you should remove the SupplyWarehouseCrippling behavior, because it stays on 1 HP and can't be destroyed when AI keep attacking it (same thing happens with the civilian structures) |
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Apr 26 2009, 06:36 AM
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#58
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
> then if they only can be deleted by hazardcleanup/clearmine make them can't > be attacked by non-cleaner units. once again because the AI is too dumb. They can be destroyed by non-toxin and non-jazard cleanup damage, but then they will explode when destroyed. This is part of how they work, like the Laser general aurora missiles or demo general carpet bombs: when they land in the enemy base the enemy units will all shoot at them and maybe damage their own buildings and also they will be distracted from maybe shooting at your units. |
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Apr 26 2009, 12:35 PM
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#59
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Group: Members Posts: 67 Joined: 4-April 08 Member No.: 2,278 |
Hey, I found a glitch in your latest version, I was playing a super weapon general(clicked wrong one) and captured Demo general base, I was then able to build 2 Jarmens! (Was that a glitch? or was it on purpase?) also, when I garrison the GLA jets with a jarmen, the plane takes off, flys for a while (without my controll) and then just blows up! lol. IDK if you already knew about those 2, but I'm just trying to help. =samous |
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Apr 28 2009, 02:36 PM
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#60
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
> Hey, I found a glitch in your latest version, I was playing a super weapon general(clicked wrong one) and captured Demo general base, I was then able to build 2 Jarmens! (Was that a glitch? or was it on purpase?) On purpose > also, when I garrison the GLA jets with a jarmen, the plane takes off, flys for a while (without my controll) and then just blows up! lol. See the readme file that comes with the mod, it tells you how to avoid that. |
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