Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » calling for more script ideas
calling for more script ideas [message #-986427] Sun, 12 January 2003 14:57 Go to next message
Anonymous
I am still in need of script ideas.
I am now opening the floor (for the first time ever) to AI scripts. I need any AI ideas you have. You need to describe your ideas in detail, else I cant make them.

With the AI scripts, if there are existing scripts that do part of what you want (for example if you want a script that patrolls a waypoint and shoots at anything that gets in range, finding an existing script that does the waypoint patroll part will make it easier for me to write the new one. Basicly, the more existing AI scripts I have to learn from, the more new ones I can write.
calling for more script ideas [message #-986426] Sun, 12 January 2003 15:14 Go to previous messageGo to next message
Anonymous
Well, I have one....

Once spawned the bot goes to the nearest damaged, ally building and repairs it. Once repaird, the bot would move to the next closest, damaged, ally building....

With that same AI, if the bot was attecked, it would either use it's Pistol, or, if an-armed, run towards the nearst allied defence building, or nearst allied player/bot.

If that enough detail? Or should I try to add more?

[ January 12, 2003, 22:15: Message edited by: Zeelich ]
calling for more script ideas [message #-986425] Sun, 12 January 2003 15:17 Go to previous messageGo to next message
Anonymous
Would it be possible to make a script that would allow vehicles to behave like bots?

Also, how about a script that would be attached to building controller that could play various sounds based on building health. For instance when a power plant's health dropped to 25\%, a base wide alarm could be activated.
calling for more script ideas [message #-986424] Sun, 12 January 2003 15:37 Go to previous messageGo to next message
Anonymous
I cant make vechicles have true AI. I can only make vechicles do things like "folow this waypath and shoot at anything that comes in range. Once the thing thats in range is dead or moves out of range or whatever, resume folowing waypath. Stuff like that. So I need ideas for vechicle AI thats possible, give me ideas [Smile]
As for the building sounds one, I can do that.
The "engineer bot" isnt possible. Making an engineer that will always repair a specific building is possible (basicly, a bit like the construction yard except that killing the engineer stops the repair as opposed to blowing up a construction yard). JFW_Engineer_Repair and JFW_Engineer_Target will make this work
calling for more script ideas [message #-986423] Sun, 12 January 2003 15:45 Go to previous messageGo to next message
Anonymous
For vehicles, how about patrolling along a two-way waypath. It could attack anything in range as it travels. When it gets to one end it would stop and wait a certain amount of time(changeable by variable). Then if it doesn't encounter anything it would turn around and follow the path to the other end where it repeats the process.
calling for more script ideas [message #-986422] Sun, 12 January 2003 15:58 Go to previous messageGo to next message
Anonymous
cool vechicle AI idea, I am going to make that.
calling for more script ideas [message #-986421] Sun, 12 January 2003 16:13 Go to previous messageGo to next message
Anonymous
What about a script that makes a bot, once spawned, to go towards the nearst enemy unit and, once within a certain range, blows up?

Also, could a script, seperate the PT's? For example, could a script make it so that you can only perchase Infantry from the Barrack/Hand Of Nod and Vehicals from the Warfactory/AirStrip?

[ January 12, 2003, 23:15: Message edited by: Zeelich ]
calling for more script ideas [message #-986420] Sun, 12 January 2003 21:02 Go to previous messageGo to next message
Anonymous
You know my stuff to make assault beter. [Embarrassed]
calling for more script ideas [message #-986419] Sun, 12 January 2003 21:14 Go to previous messageGo to next message
Anonymous
I have an idea too.

Make a script that lets us capture enemy buldings! [Big Grin]
calling for more script ideas [message #-986418] Sun, 12 January 2003 21:37 Go to previous messageGo to next message
Anonymous
Is there a script you can make to put on vehicles that initiates an animation when the vehicle is moving (perhaps, to get the MK2 working)?
calling for more script ideas [message #-986417] Mon, 13 January 2003 02:29 Go to previous messageGo to next message
Anonymous
Would it be possible to make a script that could be attached to a bot spawner that would give the server control over turning off the spawner. That way maps can be made with bots, but you don't have to use them if you don't want them.
calling for more script ideas [message #-986416] Mon, 13 January 2003 08:16 Go to previous message
Anonymous
ya, that suicide script sounds intresting, ever play gta3?? in one of those telephone missions, theres 'spanked up guys' they got a bunch of c4 on em, so when they get near u they blow up,

on one hand, it could probably work, cause when the chem or fire dudes blow up, and you stand near em, you get hurt, try hosting a game and kil a fire guy, they explode, if you can get the explode effect to work in mp, that would be reeeally kool
Previous Topic: Advanced Vis Question
Next Topic: Water tutorial? where is it?
Goto Forum:
  


Current Time: Wed Dec 25 11:21:31 MST 2024

Total time taken to generate the page: 0.00708 seconds