The forgotten outpost - RELEASED

The Man In Black

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I don't know if you can attack through player clips, but you could also just cover the lure by a player clip
 

Thothie

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evilsquirrel said:
as a solution to the lures being attacked by players...you could make them uber small (so only the ai melee can hit them) and restore hp when hit by players (so that area effects wont kill em)

I applied that - but I noticed when I tested it on the 1hp lures (the wee default ones) - if you do so much damage they would die in one hit, they umm, die in one hit.

I also set them up so they ignore secondary effects from players. So if you cast a fire wall near em, or some such, they won't be affected. Fireball maybe another story, since most of the damage comes from the impact itself... I've an idear for this though... I'll have to test it out.

I can't make em *too* small, or the monsters will miss em too (they be funny that way) - but I reduced em to 8x8 - not had the chance to play with reducing em more yet.

This will all be out in the mappers pre-release beta pack I will be putting up within the next few hours.
 

evilsquirrel

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well, after failing miserably with my method of ms_npcscript...i've put off doing that for a bit, instead i've downloaded MS 1.3 and decompiled helena to see how it was done there...and it appears that in old helena, the orcs are drawn towards wherever players are, instead of the npc's...i'll try it, but it might not work right...if it doesnt work right, i've tried everything i know so i guess i'll ask gurluas or thothie to have a look...but other than that....

monsters can now break down the wooden wall, each section has 500 health...soon they'll be able to take down the wooden towers...and i'll probably try the ladder climbing thing just in case some people like to camp up on the rock thats left after the tower is gone ;)

other than that..just needs some nice battle music, any suggestons?
 

evilsquirrel

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i want to save O fortuna for one BIG monster...big big...though, he would need a special model...but i bet one of these new modellers could handle it :D
 

evilsquirrel

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come to think of it...no, this monster is not chthulhu...but if we were ever to make swamp-type maps, to add on somewhere (iono) (course these would be after our current set), a squidlike monster could be the boss >_>

but with peoples levels as they are now, chthulhu would hardly be fair...
 

The Man In Black

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And Cthulhu doesn't reside in a swamp anyway..
 

evilsquirrel

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oh man - i just did something hillarious XD

i found out, that if you make the light_environment on your map orange, then wait till evening, it makes your map look like mars XD



anyways - lol - i've added some nifty things to make the tower die all niftylike, so i'll be getting those working for awhile...and it looks like theres 10 minutes left on that vote...
 

Thothie

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Why, for the love of god, is:
models/weapons/smallarms/darkkhopesh_rviewt.mdl
On your map? :)

Edit:

I also looked at the map briefly, and it's a bit buggard. Your orcs don't advance on the outpost at all, and I killed every guard in there and the super - and nuttin happened, so I kinda wondered what the point was.

Suspect map needs a bit more variety in textures and brushwork too, and some of your ladders are broken. :\

If you want stronger guards, tell me - I don't think the current guards can take more than a two or three hits from the elite archers.

Should get this map working proper before moving to another.
 

evilsquirrel

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[see other post, in my next project thread]

as i said there...the orcs rush the outpost *better* now...they dont go at it at a full run, if you want to try to get them to do that, by all means, try, i'll hand over the source for it anytime...but pretty much, they go toward the player now...or should...the first wave is a bit odd with rushing for some reason, but past that...they really like to go in the outpost...i suspect its from me retreating...

anyways, i've got ms_npcscript working (for the most part) combined with lures and destructable outpost walls, so they should rush (or at least walk towards) the outpost fairly quickly...

anyways, i *think* its pretty much done...aside from some possible additions to map geometry that MiB suggested (if they dont lag it up too bad)

and some things i listed in the other post...
 

Thothie

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Suspect if you had an ms_npcscript in the middle of the fort call the orcs to it every 5 seconds via a looping multi_manager - they'd keep heading towards it, so long as they didn't encounter a player. (And they'd resume after they killed him). Again, tis how ye old helena worked (/will work again)

I'd have to see the map source, but I suspect those walls with nitches will fubarb the orc navigation though.
 

evilsquirrel

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you'd like to think that that would do it, wouldn't you...


thats the first method i tried - they completely ignored it


anyways, it seems they also ignore entities for the most part (as in, they gots t3h x-ray vision and can see through them), so now that a few more things are func_wall and func_breakable, they're rushing better...theres also some lures on the wall...that rc1 is very outdated, if you want a more recent compile i can give you one...though, the monsters are still grouped oddly because i haven't re-destributed them yet.
 

Thothie

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I'd have to see the source to figure what, if anything, you be doing wrong to cause that.
 

evilsquirrel

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i'm trying something semi-new with this next compile, if that doesn't work, i've got one more method to use...
 

evilsquirrel

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monsters rushing fixed completely. (just need to make them smart now - could take some work ;))

monsters spawning is now the issue again -.-;;
i'll fix that tomorow-ish while i'm doing the armory.


i'd also like to note that the outpost chest now causes the game to crash on load using the sept10th sc.dll. (look into that pl0x :D)
 

Avoozl

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evilsquirrel said:
(just need to make them smart now - could take some work ;))

When Thothie applies the new AI to the orcs, they will be plenty smart. He's done some pretty great stuff with it.
 

Thothie

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i'd also like to note that the outpost chest now causes the game to crash on load using the sept10th sc.dll. (look into that pl0x )
What script are you using for the outpost chest?

And yeah, hope I can add the new AI to them without too much effort... Been so busy, I'm still on that greater ice elemental though.

...meh, I have unexpected things to deal with: friend's baby shower stuff, car refusing to charge battery... I may *may* have to push that final pre-hard code release date past the 14th. (shudder)
 

evilsquirrel

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oh, by making them smarter i just mean that i have to mess around with timings on the ms_npcscript's and put a few more of them in so the orcs will walk around the walls...

its too bad that tyou cant make it so that the ms_npcscript only effects the orc that triggered it...though, that'd have problems of its own...
 
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