New Research Scripts!

Discussion in 'Coding' started by =PVCS) Cpatton, Dec 27, 2009.

  1. =PVCS) Cpatton

    =PVCS) Cpatton Member

    Messages:
    1,822
    Likes Received:
    6
    Trophy Points:
    0
    Attention all Testers!

    Tomorrow on the Darkest Dawn server, at 3PM EST, we will be testing RoboTek's refined research scripts. Anyone who would like to participate, please post here to let me know. The test is of the scripts discussed in this thread: http://forums.empiresmod.com/showthread.php?t=11186

    We are looking to test on a few maps, to see how the research scripts balance out with different maps. Among others, cyclopean, duststorm, canyon, crossroads, and slaughtered are strong candidates. If anyone has any particular suggestions make them here as well.

    Lets get as many people as we can, so that we can get a decent test of how the scripts balance!
     
    Last edited: Dec 27, 2009
  2. Thor

    Thor Member

    Messages:
    360
    Likes Received:
    0
    Trophy Points:
    0
    /support.

    Also, the Darkest Dawn server is named 'Headshotmaster's House of Rage' so you all know.
     
  3. PreDominance

    PreDominance Member

    Messages:
    4,182
    Likes Received:
    0
    Trophy Points:
    0
  4. =PVCS) Cpatton

    =PVCS) Cpatton Member

    Messages:
    1,822
    Likes Received:
    6
    Trophy Points:
    0
    Watch this thread for the link to the scripts, and watch that thread I linked for any updates to the weapon abilities and tree structure. You will need to download the modified scripts folder to play (make a backup of your current scripts folder first!). If you plan to try your hand at commanding, It is REQUIRED that you have at least read the entire description of the new research tree!
     
  5. conquestor

    conquestor Member

    Messages:
    7
    Likes Received:
    0
    Trophy Points:
    0
    /signed
     
  6. Kylegar

    Kylegar Specstax Rule

    Messages:
    2,170
    Likes Received:
    0
    Trophy Points:
    0
    Moved to Scripting (cause thats where it belongs ;) )
     
  7. =PVCS) Cpatton

    =PVCS) Cpatton Member

    Messages:
    1,822
    Likes Received:
    6
    Trophy Points:
    0
    Kylegar, RoboTek wanted only people from the testers group invited, which was the point in it's location, and is related to the "I want something tested" thread I started in the RC forum.

    Please move it back to the RC forum unless RoboTek specified otherwise, inwhich case pleas just delete my post here
     
  8. Kylegar

    Kylegar Specstax Rule

    Messages:
    2,170
    Likes Received:
    0
    Trophy Points:
    0
    Well, the tester forum is open to everyone now, so there is no difference between it and this now.
     
  9. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    pwnd ^^ sorry cpatton
     
  10. Thor

    Thor Member

    Messages:
    360
    Likes Received:
    0
    Trophy Points:
    0
    Below is the link to the scripts. Dont forget testing will start around 3pm EST. Please try to bring whoever you can, as it's crucial that we have them mass-tested across a few different maps for balancing.


    http://dl.dropbox.com/u/2114836/Test.rar
     
  11. @@@@Marcin@@@@

    @@@@Marcin@@@@ Developer

    Messages:
    516
    Likes Received:
    0
    Trophy Points:
    0
    Today?

    :confused:
     
  12. RoboTek

    RoboTek Member

    Messages:
    323
    Likes Received:
    0
    Trophy Points:
    0
    Yes today, at 3pm EST. That is in little more than an hour.
     
  13. =PVCS) Cpatton

    =PVCS) Cpatton Member

    Messages:
    1,822
    Likes Received:
    6
    Trophy Points:
    0
    It's no problem to me if everyone comes, was just trying to be helpful ^^. The more, the merrier.

    Please post feedback here. Have fun everyone!
     
    Last edited: Dec 27, 2009
  14. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    You need to add all new chassis to the bottom of the scripts if you would. Until it's officially added or whatever preferably.

    Also, if you can get with someone and get the vehicle chassis ID's so I can update my FDG with the new chassis.

    The vehicle spawners takes everything in order listed in the scripts and assigns it a number according to that order, so if you add new chassis, the numbers mean different things. If you add them to the bottom of the list, it won't change anything with the vehicle chassis' numbering.

    It will also be simple to add in weapons, chassis, armors, and engines to the smart edit in the FDG (or FGD or whatever).


    It's more of a technical annoyance than anything else, but it can cause issues, like it did with the empirescup map today.

    http://wiki.empiresmod.com/index.php?title=Emp_vehicle_preset <---- that's the entity this is causing issues with.

    Also, If you can then comment the sections to be like //original scripts

    //modified

    //added

    to make it more clear, I'm sure people who read the scripts themselves for whatever reason would appreciate it.

    As it is, there are 15 chassis including the com vehicles, and the new scripts add MK III's, as well as MKII meds and heavies, so 21? tanks total.
     
  15. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    there is a limit to howmany tank chassis you can have
     
  16. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    If it is limited to 16 tanks, then some tank chassis need to be removed, but I believe it's 32. AU had several variations of tank chassis and they all worked iirc.
     
  17. RoboTek

    RoboTek Member

    Messages:
    323
    Likes Received:
    0
    Trophy Points:
    0
    I know it can handle at least a few more than I have currently. I have, begrudgingly, changed the vehicle order. I despise this because it doesn't make a lick of sense for them to be separated from their proper vehicles. That and maps which use vehicle spawners aren't quite what I am interested in testing right now.

    The change has been made for the sake of compatibility.
     
  18. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    Thank you and it is appreciated.

    I know it doesn't make sense from that standpoint, but as the vehicle information is assigned numbers through it's order rather than it's name, it's unfortunately necessary for the sake of compatability with all current maps when testing.

    Once things are finalized and if it's accepted as the new scripts, I'll galdly make the FGD changes and resubmit them for the entity though.
     
  19. --{[TheÁstroÁr¢hítect]}--

    --{[TheÁstroÁr¢hítect]}-- Banned

    Messages:
    362
    Likes Received:
    0
    Trophy Points:
    0
    If I am right, then you can use a program to change map entities without having to compile them, this way you would simply be able to change the properties of the vehicle spawner entity(s) outside of hammer.

    But unfortunatly I forgot what the name was, it was listed somewhere on the valve wiki in the same category as decompiler tools I think.
     
  20. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    You don't need to compile entities.

    I'm talking about the smart edit options, which are configured in the .fdg file.
     

Share This Page