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Author Topic: Solo Training Mod  (Read 21504 times)

Spazz

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Re: Solo Training Mod
« Reply #30 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

Freaking 2014, why do I remember these things?
« Last Edit: April 29, 2018, 09:24:15 pm by Spazz »
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[FR]YB

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Re: Solo Training Mod
« Reply #31 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:

Spazz

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Re: Solo Training Mod
« Reply #32 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.
« Last Edit: August 10, 2017, 12:35:27 am by Spazz »
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Catman

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Re: Solo Training Mod
« Reply #33 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.
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Lorgan

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Re: Solo Training Mod
« Reply #34 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.
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Spazz

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Re: Solo Training Mod
« Reply #35 on: August 10, 2017, 12:50:53 am »


Figures.
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Phantom Brave

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Re: Solo Training Mod
« Reply #36 on: August 10, 2017, 01:02:02 am »

just recreate it from the gifs lol
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Rumrusher

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Re: Solo Training Mod
« Reply #37 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.
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A(n) guy

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Re: Solo Training Mod
« Reply #38 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.
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[FR]YB

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Re: Solo Training Mod
« Reply #39 on: December 31, 2017, 06:31:56 pm »

New update! Here comes 0.4.2

>>>Download here<<<

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.
« Last Edit: January 01, 2018, 01:49:15 pm by [FR]YB »
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Dumbledank

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Re: Solo Training Mod
« Reply #40 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

Edit: :^)

« Last Edit: January 01, 2018, 05:43:49 pm by Dumbledank »
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A(n) guy

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Re: Solo Training Mod
« Reply #41 on: January 08, 2018, 08:34:24 pm »

There's some things to fix though, let me explain it through example.



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.
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BasedUser

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Re: Solo Training Mod: improve the fkin AI
« Reply #42 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)
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[FR]YB

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Re: Solo Training Mod
« Reply #43 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 <<<


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

Anyar

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Re: Solo Training Mod
« Reply #44 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
« Last Edit: May 05, 2018, 05:13:27 pm by Anyar »
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