The Gang Garrison 2 Forum

Gang Garrison Development => Game Modifications => Topic started by: [FR]YB on July 09, 2017, 03:30:22 pm

Title: Solo Training Mod
Post by: [FR]YB on July 09, 2017, 03:30:22 pm
"Aw man, nobody's playing this game anymore. Who am I going to play with?"

Solo Training Mod
>> Download (v0.4.3.1) << (https://www.dropbox.com/s/05vqebyah3lv87r/GG2_solo_v0431.zip?dl=0)


http://www.youtube.com/watch?v=BBXiHgyzSio (http://www.youtube.com/watch?v=BBXiHgyzSio)
It's back again - and about time, too


<< Previous thread (http://www.ganggarrison.com/forums/index.php?topic=34370.0)


I'm twelve years old and What is this?
An offline training mod for playing Gang Garrison 2 against bots!

Play premade scenarios on the maps you're familiar with, and also on several exclusive new maps!
About 30 35 minutes of estimated gameplay!


Mod features
 - Bots (duh) that are about as hard to kill as the regular pub!
 - Dialogs full of witty comments and insightful advice!
 - 6 exclusive scenarios including a reference to an award winning video game(1)!
 - 3 brand new sounds and musics!
 - Custom maps specially made for this mod!
 - Healers that use their superburst!
 - Gunspinning!!

Build your own scenario
It's easy(2)! Just create a map (example.png), then create a npc file that has the same name as the map (example.npc). The npc file is really just a text file which contains the script (Game Maker code) of the scenario.
For more info, >> check out the documentation on GitHub << (https://github.com/YoshiBleu9427/Gang-Garrison-2/blob/soloTrainingMod/Documentation/STM-API.md)


Development
Changelogs, roadmaps, and TODOs below. Also, there's a discord:
(https://discordapp.com/assets/fc0b01fe10a0b8c602fb0106d8189d9b.png) (https://discord.gg/Jw837XH)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(1) Iji was voted number one in the Free Indie of the Year 2008 contest by Bytejacker (says wikipedia (https://en.wikipedia.org/wiki/Iji))
(2) Unless you have zero coding knowledge, in which case it's fine, but there will be lots of copy and pasting involved
Title: Re: Solo Training Mod
Post by: [FR]YB on July 09, 2017, 03:31:48 pm
List of available maps and scenarios




If you play stm_cave, just know that you can change the boss music by dropping a file named "boss.mp3" into the Maps/stm_cave folder. You might want to use the Iji boss soundtrack (http://www.remar.se/daniel/iji.php) for an improved experience. Couldn't directly include it in the zip legally because I would have had to send an email to the composers asking for authorization. Not that I think they wouldn't, I just didn't bother.



I would really appreciate feedback on the npc files system thing. The code was hurriedly started years ago, and it still is a mess, but I don't think I can do much better than what it is - and I don't think it's worth worrying too much about it.
What I'd like to know is, how useable it is, and how potential scenario makers would like it to work. Being a professional coder, a few hundreds of lines of code doesn't scare me - especially since it's my own code - but I know it could have put off my 15-years-old self. So if you have any suggestions to make it more simple, I'll gladly take them.

In the meantime, if you have scenario ideas, post them here. It can't be too simple or too complex, everything goes!
Title: Re: Solo Training Mod
Post by: Phantom Brave on July 09, 2017, 03:36:40 pm
Nice.
Title: Re: Solo Training Mod
Post by: Intel Guard on July 09, 2017, 04:00:00 pm
this is cool shit. somebody should put it in the MOTD
Title: Re: Solo Training Mod
Post by: INSERT NAME on July 09, 2017, 11:00:14 pm
dodging rocket spam not realistic enuff

needs:
-more rocketmen
-more choke points
-undodgeable rocket spam checkmate super ultra scout finisher









jk nice mod
Title: Re: Solo Training Mod
Post by: AKVARI on July 10, 2017, 05:07:09 am
Great mod, even better than the Haxxy award version!
And I never thought monster battles like these could be possible in GG2, glad you took your time and made them.
Dirtbowl, Conflict and Lumberyard are pretty much the same like in the Haxxy version (poor :quote: got removed though :z7:)

Also i'm not sure if this was left on purpose or not but you can switch classes in-game, however it can make you lose sometimes (ex. Conflict).
Otherwise...

somebody should put it in the MOTD
^ this
and maybe even make it official so new players can practice and stop asking for a bot/singleplayer mode (if that's the case I guess)


Great job, YB! Keep it on.
Title: Re: Solo Training Mod
Post by: Dumbledank on July 10, 2017, 03:45:59 pm
http://www.youtube.com/watch?v=15pJMa454FM (http://www.youtube.com/watch?v=15pJMa454FM)
In theory spy is the fastest but living through the boss while stabbing him proves to be really tricky, doesn't help that your medic runs away if you're cloaked when he could be drawing fire.

Good mod  :c1:
Title: Re: Solo Training Mod
Post by: [FR]YB on July 10, 2017, 04:44:56 pm
Thanks for the kind words everyone!

dodging rocket spam not realistic enuff
I can always rebuild a harder version of the map :^)

Also i'm not sure if this was left on purpose or not but you can switch classes in-game
That's not on purpose, thanks for letting me know. I did plan to remove the class/team selection keys in the options menu, but I thought that I had already removed the selection interfaces. That's for the next update, I suppose

Neat, I expected someone to speedrun it fairly quickly :c1:
I thought of adding some sort of timer, which would be handy for speedruns. That's probably easy to do, so hopefully I can cram that into the next update too without delaying it for another 4 years.


I feel like longer, more elaborated scenarios are the way to go here. I'm wondering if I can get a scout to stay in humiliation state, for some kind of "escort the hostage" situation. I'll look into that.

Updated the TODO list, the most important element being "Store completed scenarios somewhere, with best times (encrypt it to prevent limit cheating)"
Title: Re: Solo Training Mod
Post by: Dumbledank on July 10, 2017, 05:57:02 pm
http://www.youtube.com/watch?v=0eJVZqUfLJo (http://www.youtube.com/watch?v=0eJVZqUfLJo)
Spy 2 stronk

 :smiley16:
Title: Re: Solo Training Mod
Post by: AKVARI on July 11, 2017, 06:18:01 am
http://www.youtube.com/watch?v=iI4r50qRwvM (http://www.youtube.com/watch?v=iI4r50qRwvM)
Broke my own record for about 19 seconds.

This is pretty tricky and takes some attempts, first of all you need to avoid the sniper shot which shouldn't be too hard if you know the trick, however the engi and sentry part is pretty hard, especially if you have already taken lots of damage before the intel, you'll die immediately. So this has taken about 5 attempts so it should be as hard as speedrunning medic_lumberyard.

D: if only I could speedrun that map, but I can't because it's too laggy for me :z3:


Anyone up for speedrunning Duckhunt?  :hehe:
Title: Re: Solo Training Mod
Post by: Rumrusher on July 11, 2017, 07:02:02 am
man it's kinda mess up this mod trigger my Anti-virus, saying it messing with a temp file. then again it was avast so shrugs.
looks neat enough to set up insane rocket dodging tests.
Title: Re: Solo Training Mod
Post by: Pootis Powers on July 11, 2017, 10:43:14 am
someone tas this
Title: Re: Solo Training Mod
Post by: AKVARI on July 11, 2017, 04:16:31 pm
someone tas this
I'll trying doing some map speedruns once some more missions are done.
Also YB, can you change the sniper duckhunt mission time limit to 1:30 or something much lower than 4:00? It's way too reallistic which means that it's impossible to win (I guess?).
Title: Re: Solo Training Mod
Post by: Spazz on July 11, 2017, 05:34:37 pm
If you can't win duckhunt with sniper, how it was meant to be played, then you're not playing it right.

(http://puu.sh/wHcOv/370d173fc9.png)
Title: Re: Solo Training Mod
Post by: [FR]YB on July 12, 2017, 04:59:47 pm
Meow pls you madman

I can't because it's too laggy for me :z3:
Yeah I noticed that the mod is very CPU intensive, especially on bigger scenarios. The one scenario I'm working on at the moment has ~40 Characters, and it pumps 10% of my CPU. It's not much you say, but it's a i7-6700K, and GG2 only runs on one core out of my 8 available cores. That means you'd need a 3GHz CPU entirely dedicated to running GG2 to play it properly. And that's not even mentioning the fact that restarting a mission is done by destroying and recreating the GameServer, which involves tons of object deletion, creation, and on-the-fly modification (because of script loading). Did you notice the loading times were getting longer and longer the more often you restart? Now you know why.
That's obviously terrible, and I'm looking for ways to improve that. But terrible performance with many Characters is a thing in vanilla GG2 too - I remember my previous CPU had trouble running a server with more than 14 players in it, and it had no AI to run. So I'm afraid that I won't be able to do much.
A shame, really. But it's a thing I know I have to work on.
I attached the map and scenario in this post, by the way. Work in progress, obviously.

Oh, I fixed the medic aim by the way. Hopefully. It would go 500 pixels further than it's intended target, but still in the right direction, giving the illusion that it was working properly even though it was not.

can you change the sniper duckhunt mission time limit to 1:30 or something much lower than 4:00?
I'll set it to 2:30. I think it's a fair amount of time for that map.
Title: Re: Solo Training Mod
Post by: AKVARI on July 13, 2017, 03:18:58 am
I get like 10FPS on your new map  :z7: but I tried to play it and it seemed pretty well.
Except that it's not quite easy, the medic can die easily (first one) and maybe even get stuck.

Anyways if you find a way to reduce lag for potatoes then please do it.
Title: Re: Solo Training Mod
Post by: Lorgan on July 13, 2017, 12:01:22 pm
Tried to mess with it a bit and I'm having some issues:

Also some feature requests:

Otherwise this seems fun to play around with.
Title: Re: Solo Training Mod
Post by: Lorgan on July 18, 2017, 07:28:28 am
Is this dead already?
Title: Re: Solo Training Mod
Post by: AKVARI on July 18, 2017, 07:44:46 am
Is this dead already?
Probably not. I & undefinedVoid are planning to do some maps with this mod.
Title: Re: Solo Training Mod
Post by: [FR]YB on July 18, 2017, 09:14:47 am
Is this dead already?
No, but I was away all weekend.
I suppose I should have acknowledged your previous post - especially given how rare your posts are! - but I hadn't tested your map yet, and I haven't made any progress on the mod so far either. I do plan to keep working on it.

So I've just tested your map, and yeah I see what's going on with the scouts.
npcCreateObject adds the current Player to the global.players list, so you end up with multiple references to the same Player.
If you want to respawn an NPC, use doEventSpawnPos(npc, x, y) and make sure to reset the npc's alarm[5] to prevent an endless respawn loop. If you meant to create a new NPC, use the snippet below. I'll implement a npcDuplicate function to make copying easier.
Code: (GML) [Select]
    npcEventAdd(NPC_EVENT_DEATH, '
with(instance_copy(true)) {
object = -1;
alarm[5] = -1;
npcCreateObject(id, TEAM_BLUE, CLASS_SCOUT);
npcSetTask(NPC_TASK_CHASE, global.mvm_decoy_engineer.sentry);
}
    ');

Don't use alarms by the way. Alarms 0, 1 and 5 are used by Player and/or NPC. I'll let you use 6 to 11 next update.

I'll probably postpone the performance optimisations, so that I can push an update with more features and other bugfixes instead.
Title: Re: Solo Training Mod
Post by: Lorgan on July 18, 2017, 11:55:12 am
ic

No I didn't mean to create a new one, I wanted to make the scouts keep coming until the sentry is destroyed.
Will you also take a look at the bots that don't seem to attack sentries?
Title: Re: Solo Training Mod
Post by: [FR]YB on July 19, 2017, 04:21:16 pm
Will you also take a look at the bots that don't seem to attack sentries?
Of course
As it is, it's because setting the task to chase with an argument also sets the forceAim flag, which forces the aimDirection and then exits the AI aim script before the script can tell the bot to fire.
I've got a bit of thinking to do here, but I suppose the easy thing to do is to just let the rest of the aim AI run normally even with forceAim on.
Which probably is how you'd expect the flag to work to begin with, now that I think about it.
Why did I not make it do that in the first place?
Title: Re: Solo Training Mod
Post by: [FR]YB on July 25, 2017, 05:47:35 pm
I'm pushing things on GitHub!

I've been working on Lorgan's remarks and a bunch of fixes with the bot aiming script. I've done most of the work I wanted to get done for the next update, so hopefully I'll get to finish it and bundle it all nicely this weekend. Best case scenario it's all done tomorrow, optimistic scenario says it's ready to download this Friday.

The current "roadmap" looks like this:
[0.4.1] Fixes
 :c8: fix forceAim
 :c8: fix sentry targeting
 + implement event NPC_SENTRY_BUILT
 :c8: bind server socket to random port (instead of forcing default port 8190)

[0.4.2] Couple of nice things
 + npcDuplicate
 + store completed scenarios with best times per class
 + implement event PLAYER_BUBBLE
 + order map menu by map name, with pagination

[0.5.x] Optimisation (each item would be a minor update by itself)
 + don't destroy and recreate a server to restart a scenario
 + simplify AI
 + simplify physics
 + remove use of sockets altogether (too ambitious??)
Title: Re: Solo Training Mod
Post by: Lorgan on July 26, 2017, 03:06:57 am
yay!

About the optimisations, removing sockets seems one of the easier things to me :P
There is probably some hidden issue I don't think about but ripping out all network related stuff sounds fairly straight forward.
The physics on the other hand sounds impossible (to do correctly) because it will behave different from the main game while it's kind of the point that it's the same. I do think you could get the most performance gains here though. As for AI, was that node system / navmesh thing ever done in tempest bots? I think that's the only way to make them do less collision checks (= less lag) without making them dumber.
Title: Re: Solo Training Mod
Post by: [FR]YB on July 26, 2017, 04:56:45 pm
>>> VERSION 0.4.1 IS OUT <<< (https://www.dropbox.com/s/o13bvwn8p01us6f/GG2_solo_v041.zip?dl=0)

No big changes for the end user, but interesting stuff for map makers.

The documentation will be updated tomorrow to reflect that.
Didn't test much, I just grabbed the previous zip, and replaced the source and the exe. Let me know if something's wrong.

More internal changes:

About the optimisations, removing sockets seems one of the easier things to me :P
There is probably some hidden issue I don't think about but ripping out all network related stuff sounds fairly straight forward.
I was thinking it would mostly be trouble because of all standard input, INPUT_STATE and all that. But actually it's probably fairly easy to replicate, since I already somewhat do that for NPC input. We'll see, I suppose.

The physics on the other hand sounds impossible (to do correctly) because it will behave different from the main game while it's kind of the point that it's the same. I do think you could get the most performance gains here though. As for AI, was that node system / navmesh thing ever done in tempest bots? I think that's the only way to make them do less collision checks (= less lag) without making them dumber.
I'd be okay with losing a bit of accuracy in favour of speed, because it's up to the scenario maker to decide whether the map should use simplified physics or vanilla physics. And if the player manages to break into walls by detojumping at incredible hihg speed from a very specific angle, it doesn't matter if it's gamebreaking, it's a solo mod. If anything, it gives purpose to speedrunners.  :x6:
Orpheon got something to work at some point, but I have no idea if the code was ever published. Back in the day I wanted to pre-generate a mesh of PathPoints, but never got to implement it. That will probably be a lot of work, if I do end up coding it.
Title: Re: Solo Training Mod
Post by: Kevin Kuntz on July 26, 2017, 05:07:26 pm
Cool, i like this mod.
Title: Re: Solo Training Mod
Post by: Lorgan on August 01, 2017, 08:12:45 am
Oh man, getting these bots to do what I want was pretty hard. (They're still way too triggerhappy)

It's not completely how I wanted it and the map totally wasn't designed for it but it gets the lorgan seal of "good enough".
If anyone wants to try it:
Title: Re: Solo Training Mod
Post by: [FR]YB on August 01, 2017, 03:12:55 pm
Oh man, getting these bots to do what I want was pretty hard. (They're still way too triggerhappy)

It's not completely how I wanted it and the map totally wasn't designed for it but it gets the lorgan seal of "good enough".
If anyone wants to try it:

Nice! Thanks for doing that, I'll link it on the front page.
Beat it in four tries, I had a hard time keeping the engi alive in the final part. I should have switched to qwerty, because with in azerty the Q key which I use to go left, also gets you off the titan. I just made it harder for myself, heh

Code: [Select]
loadserverplugins("titans@b8b7268a7adb2f94931d732d56a71115");Cheeky bastard :p

Code: [Select]
// no win event?Good call, I'll add that to the todo list
Title: Re: Solo Training Mod
Post by: Lorgan on August 02, 2017, 01:32:34 am
Yeah the soldiers tend to clump up and the map is too cramped for the titan to move around properly.

Code: [Select]
loadserverplugins("titans@b8b7268a7adb2f94931d732d56a71115");Cheeky bastard :p
hehe, I always gotta try and abuse something. And turns out that loading serversent plugins in a scenario is pretty easy.

Edit: Also if someone has a good idea and a map but no coding experience I'm willing to help if it's not too complex.
Disclaimer: offer valid until I become lazy again.
Title: Re: Solo Training Mod
Post by: [FR]YB on August 09, 2017, 05:07:40 pm
Progress is being made on the next version. I added a couple of events, pagination, and I'm working on the scenario completion thing. The full changelog will be available when I release the next version, which should happen this weekend. I'll make sure to force myself to write the documentation for the new functions and events before I do the release.

I'm also working on my newest map stm_hostage at the same time, testing things out. Does anyone know who made the original moe moe medic sprites (see attached)? I'd like to use them, but I don't know who to ask.

In the meantime, here's a link to a discord server (https://discord.gg/Jw837XH), because all the cool kids use discord these days. It's mostly useful if you want notifications when I push new code to GitHub, want to make maps, and want to see my todo list.
Title: Re: Solo Training Mod
Post by: Spazz on August 09, 2017, 05:22:03 pm
Pretty sure that was Rumrusher, could be totally wrong. (edit) not him apparently.

Edit: A quick search from front page for "moe" literally brought up one thread.
http://www.ganggarrison.com/forums/index.php?topic=35940.0 (http://www.ganggarrison.com/forums/index.php?topic=35940.0)

Freaking 2014, why do I remember these things?
Title: Re: Solo Training Mod
Post by: [FR]YB on August 09, 2017, 05:36:04 pm
Yeah, it's not Rumrusher. I asked him in game and he said it wasn't him, and he couldn't remember the original maker.
Thanks for linking the thread though, now I know that it's Killercrusher232. Looks like he even was active this year, I'll shoot him a PM and hope he replies.

I had searched for moemoemedic and got no results :z4:
Title: Re: Solo Training Mod
Post by: Spazz on August 09, 2017, 05:45:30 pm
Rum used it in his MOD and that's all I remembered, just forgot to read credits.

Could always see who was friends with users and pass a message along, much like we did with BTW and his server.
Title: Re: Solo Training Mod
Post by: Catman on August 09, 2017, 05:52:25 pm
Afaik the only mod I ever made was the Soldier one with the bomber jacket. It might have been Lorgan, if not the best place to find out who it was by might be the Item Server thread of his.
Title: Re: Solo Training Mod
Post by: Lorgan on August 09, 2017, 11:58:05 pm
I didn't make a single itemserver sprite myself :p
If it wasn't rumrusher then it was probably zaspai who made it.
Title: Re: Solo Training Mod
Post by: Spazz on August 10, 2017, 12:50:53 am
(http://puu.sh/x6ly7/808e2bae35.png)
Figures.
Title: Re: Solo Training Mod
Post by: Phantom Brave on August 10, 2017, 01:02:02 am
just recreate it from the gifs lol
Title: Re: Solo Training Mod
Post by: Rumrusher on September 06, 2017, 01:59:49 pm
Yeah, it's not Rumrusher. I asked him in game and he said it wasn't him, and he couldn't remember the original maker.
Thanks for linking the thread though, now I know that it's Killercrusher232. Looks like he even was active this year, I'll shoot him a PM and hope he replies.

I had searched for moemoemedic and got no results :z4:
okay at the time of questioning I had loss access to the forums, to clear things up I did work on some addons for moemoemedic skin and used her in a mod but the original creator of the item was killercrusher as YB said. at best I could be credited for the leans, the taunt, and the magical book weapon.
Title: Re: Solo Training Mod
Post by: A(n) guy on December 24, 2017, 07:58:37 pm
https://pastebin.com/eJQVM0fi

Seems like the recent update broke it or something, you may want to give it an update.
Title: Re: Solo Training Mod
Post by: [FR]YB on December 31, 2017, 06:31:56 pm
New update! Here comes 0.4.2

>>>Download here (https://www.dropbox.com/s/5mjce8pma44m51w/GG2_solo_v042.zip?dl=0)<<<

The most important changes are upgrading to GG2 2.8.6 (ie. christmas fix), a Hi Score menu, and a new map (stm_hostage).

It's pretty late and I haven't worked on it for a while, so I'm going to list the things that changed in better detail tomorrow. Let me know if anything goes wrong. I know the new map is terribly badly optimised, but eh, I need to work on that. I want to make the bots easier to fight too. Ah, we'll see.

Happy new year!


Edit: Here comes the changelog:

 - Map list pagination + sort by name
 - Store hi scores and show completed scenarios in map list
 - Remove team/class selection in game
 - Fix EventManager event not being cleared properly

Scenario making:
 - Added events EVENT_ROUND_END, PLAYER_EVENT_BUBBLE, NPC_EVENT_REACH_DEST
 - make NPC_EVENT_MEET work with enemies too
 - added scripts win(), npcDuplicate([x, y])
 - added entity ScenarioContext (works like PluginEnvironment), automatically import wav, mp3 and gif files

Regarding sprite and sound import: ScenarioContext has two maps, "sounds" and "sprites". Put a gif file into "Maps/stm/<mapname>/sprites", or a wav or mp3 file into "Maps/stm/<mapname>/sounds", and you can retrieve them with ds_map_find_value(ScenarioContext.sounds, "file.mp3") or similar.
Title: Re: Solo Training Mod
Post by: Dumbledank on January 01, 2018, 09:15:05 am
Not a huge fan of the new map (I just hate escort missions). If you sequence break and jump off the left of the roof the game errors when you get to a certain point that triggers spawns.

Code: [Select]
ERROR in
action number 1
of End Step Event
for object EventManager:

Error in code at line 35:
    if (spawnTriggerId == i) {
            ^
at position 11: Unknown variable spawnTriggerId

And as per usual spy breaks the whole thing. Getting a better time than this is a pain in the ass because Sam doesn't always go where you want him to.

http://www.youtube.com/watch?v=TTNNJKpg80s (http://www.youtube.com/watch?v=TTNNJKpg80s)

Edit: (https://i.imgur.com/TT2Rvo5.png) :^)

Title: Re: Solo Training Mod
Post by: A(n) guy on January 08, 2018, 08:34:24 pm
There's some things to fix though, let me explain it through example.

(https://i.imgur.com/dpiA265.png)

This current bot system doesn't scan the wallmask great enough to tell the bots where and where not to go. The building after the first point in this map is an example: Blue bots assume they can go through the wall, when they can't. The only way to fix this is to change the bot system to actually scan the wallmask, and guide the bots better.

The second issue is with spies, they should be able to see a spy stabbing in the front or on them, but not in the back, currently they don't see bots at all, it's a simple fix.
Title: Re: Solo Training Mod: improve the fkin AI
Post by: BasedUser on April 13, 2018, 06:22:56 pm
bots with the "pet" status can't walk down floors easily (stm_hostage)

oh and, try make stm semi-hostable by at least readding back dedicated mode
i know it's a pain in the ass but it'd be simple to just put # of players as host, host the server and wait for said players to join
when the peers join everyone gets dropped into the level in the same time
and because the script's hash is the same you wouldn't have to transmit data to each other about variables and shit (the game plays itself)
Title: Re: Solo Training Mod
Post by: [FR]YB on April 29, 2018, 02:10:10 pm
Reworking the bot navigation system would take a whole lot of time and focus, and I don't think I have the patience or motivation to assign so much time to it. Just like general optimisation, it's something that I know I should do, but simply can't promise.

Same about networking and making the mod multiplayer. I thought about making it so early on, but decided against it because it would be a massive amount of work, especially if it doesn't go well and I have to debug the net part. It's something I think about, but it's probably not happening either.



This mod isn't dead! Yet. Here's an update, welcome v0.4.3!


>>> Download here (https://www.dropbox.com/s/gqt4h02oo25v6s5/GG2_solo_v043.zip?dl=0) <<<


The two biggest changes are updating the mod to match the newest version of GG2 (2.9 on GitHub currently), and the addition of koth_gallery as a playable map. There's both a normal version, and a "survival" version in which your hp is 8 times higher, you have regen, rapid fire and fast reload, and you're alone against up to 7 enemies.

Smaller changes include:
AI behaviour regarding GOAL_OFFENSIVE and GOAL_DEFENSIVE (bot with that behaviour will go for the point regardless of its owner), aim compensation for medic and spy (aim higher if the target is farther) and ammo management for heavy (waits longer before firing again, to regain more ammo).
Hi scores are only saved if your team wins (instead of when the round ends), and any sort of haxxy rewards you may have will be applied to your character when you're alive (the request was fired as soon as the map started, which was at the exact same moment as when your character is created, which meant that the auth server didn't have enough time to send your rewards, and you'd have to wait until you respawned to see your rewards in game)


For map makers, you can now give any class the NPC_TASK_CAMP and _SENTRY behaviour to any class. They won't attempt to build sentries or zoom in anymore if they aren't the right class (previously would cause an error)

For inner workings, there's a function updateRewardsLive(Character).


Full changelog:
 - Update objective AI; Both defensive and offensive goal AI aim for the single KothControlPoint regardless of who controls the point
 - Update medic and spy distance aim compensation; Update Heavy waiting time for ammo reload
 - Deploy sentry only if engineer; zoom only if sniper
 - Update rewards as soon as they're received
 - Save hiscore only if global.winners is my team
Title: Re: Solo Training Mod
Post by: Anyar on May 03, 2018, 07:50:00 pm
A little short, but still pretty nice.

The hostage map had some questionable dialogue, though.

Edit: Actually, I'm getting some errors on stm_cave whenever I kill someone.

ERROR in
action number 1
of Destroy Event
for object Character:

Error in code at line 44:
   
        player.alarm[5] = global.Server_Respawntime / global.delta_factor;
                                    ^
at position 35: Unknown variable Server_Respawntime
Title: Re: Solo Training Mod
Post by: [FR]YB on May 06, 2018, 05:56:38 am
Whoops, I see. Here's a quick fix.

>>> v0.4.3.1 (https://www.dropbox.com/s/05vqebyah3lv87r/GG2_solo_v0431.zip?dl=0) <<<

If by questionable dialogue you mean the nurses, it's intended. Is it a problem?
Title: Re: Solo Training Mod
Post by: Anyar on May 06, 2018, 11:55:50 am
Whoops, I see. Here's a quick fix.

>>> v0.4.3.1 (https://www.dropbox.com/s/05vqebyah3lv87r/GG2_solo_v0431.zip?dl=0) <<<

If by questionable dialogue you mean the nurses, it's intended. Is it a problem?
It works perfectly now, thanks!

And no, it's not [really] a problem [maybe a little]. Personal preference at best, I'm perfectly fine if you keep it, others may enjoy it.
Title: Re: Solo Training Mod
Post by: Catman on May 21, 2018, 05:18:33 am
Yeah, it's not Rumrusher. I asked him in game and he said it wasn't him, and he couldn't remember the original maker.
Thanks for linking the thread though, now I know that it's Killercrusher232. Looks like he even was active this year, I'll shoot him a PM and hope he replies.

I had searched for moemoemedic and got no results :z4:
okay at the time of questioning I had loss access to the forums, to clear things up I did work on some addons for moemoemedic skin and used her in a mod but the original creator of the item was killercrusher as YB said. at best I could be credited for the leans, the taunt, and the magical book weapon.
Is it true? I don't even remember anything about it. If it was me, use whatever you like. I don't 100% believe it was me though.