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Double CTF | Bases Gametypes (PLEASE REPLY)

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Re: Double CTF | Bases Gametypes

Post by TMG Leader »

Like I said earlier an aimbot is almost or probably impossible with tt. Aim bots use Open GL to search for a cetertain bone on the skeleton and then it controls the reticle and locks on to that. But as we all know tt uses .dts. So that wouldn't work. Then there are color bots that find a certain color on the target and lock on that. But we wouldn't be able to do that because you need different colored models.

U would have to make a tank that has no acceleration rate and no deceleration rate.
so like this.

Code: Select all

datablock TankData(NoMoveTank : MediumTank)
{
   shapeFile = "~/data/shapes/tanks/tank01.dts";
   brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";

   maxSpeed = 0;          // meters per second (in forward direction)
   accelRate = 0;         // increase velocity this many meters per second
   deccelRate = 0;        // when breaking, decrease velocity
   turnRate = 0;          // degrees per second
   antiSlideRate = 10.9;

   turretHorRange = 53.5;    // range in +/- degrees of turret horizontally
   turretAutoLevel = 0.92;

   damageAmount = 11.8;      // total amount of damage tank can withstand
   suspensionRange = 0.8;    // proportion of wheel size for wheel to move up/down

   damageScale = 1.0;        // multiply damage we do to others by this amount
   armorScale = 1.0;         // multiply damage we take by this amount (note: smaller better)

   defaultProjectile = "LightProjectile";
   ai = GoldLightAI;
};
So there's our tank that doesn't move. Now we just have to make some what of a base for it to sit in because if it gets hit it'll just roll all over the place.
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Re: Double CTF | Bases Gametypes (please Keep this On-topic!)

Post by *Stiffler »

well instead of making them bots why dont u nake them people and make other members they movers (feet people) it is a good idea but it will take alot of scripting i am about to take a class for c++ so maybe once i learn it i can do it
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Re: Double CTF | Bases Gametypes (please Keep this On-topic!)

Post by luke »

Ok i think i got something.
If that bases AI works. Lets combine the tank with that. Now for trouble of the rest. Lets set the takedamage rate to zero. so ti never gets hurt. and has unlimited armor. Then we don't need to worry about spawn. Object protection. or anything involving that. this may only make this thing work completely nearly. The only remaining problem is Player spawn. How will we get the bot where it should be to defend. and make the players NOT spawn there. this is probably our only remaining problem. if the Bases bot Does Not Work. we can just use the other bots.
this may fix anything else but the Player Spawn problem.



Heres our Anti-die Anti-Move Tank. No Moving. No Dying. PS. since its gonna defend. lets make it be able to shoot at enemys from better turning for the turret.

Code: Select all

datablock TankData(nomovenodie : MediumTank)
{
   shapeFile = "~/data/shapes/tanks/tank01.dts";
   brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";

   maxSpeed = 0;          // meters per second (in forward direction)
   accelRate = 0;         // increase velocity this many meters per second
   deccelRate = 0;        // when breaking, decrease velocity
   turnRate = 0;          // degrees per second
   antiSlideRate = 10.9;

   turretHorRange = 73.5;    // range in +/- degrees of turret horizontally
   turretAutoLevel = 0.92;

   damageAmount = 11.8;      // total amount of damage tank can withstand
   suspensionRange = 0.8;    // proportion of wheel size for wheel to move up/down

   damageScale = 1.1;        // multiply damage we do to others by this amount
   armorScale = 0;         // multiply damage we take by this amount (note: smaller 

//better)

   defaultProjectile = "LightProjectile";
   ai = GoldLightAI;
};
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Re: Double CTF | Bases Gametypes (please Keep this On-topic!)

Post by TMG Leader »

Making the players not spawn where the bots are supposed to is easy. Just delete all spawn points and create new one where u want them in Mod Wizard. Now for the bots spawning perhaps have some what of a sniping bunker but have it open at the top and make a special spawn point that only spawns bots. I'm pretty sure this is possible. It'll take a little bit of scripting but it shouldn't be that hard. I'll look into it when I get back later on in the day.
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Re: Double CTF | Bases Gametypes (please Keep this On-topic!)

Post by luke »

TMG Leader wrote:Making the players not spawn where the bots are supposed to is easy. Just delete all spawn points and create new one where u want them in Mod Wizard. Now for the bots spawning perhaps have some what of a sniping bunker but have it open at the top and make a special spawn point that only spawns bots. I'm pretty sure this is possible. It'll take a little bit of scripting but it shouldn't be that hard. I'll look into it when I get back later on in the day.
Cool. if making a spawn that oNLY spawns bots is possible. No Need for bunker. and the AI can replace Priser Cannons.

Ai Bots. name first one B Priser Bot 1 For the first Blue team Priser Bot. (yes now Priser Bot) and B Priser Bot 2 for 2nd. G Priser Bot 1 For Greens Priser bot first. G Priser Bot 2 for 2nd. etc.

Now. if i learn Milkshape I'll Make our models.
Cya Later :rockon:


Oh edit. new thing for Expansion two!
Both Double CTF And Bases are my ideas.

Game Explanation :thumbup:
___________________________________________________________________
Bases:
Bases is a gametype. where you spawn in your base. and enemys spawn in enemy base...
well. Base structures are:
1.Bot Factory (Botacity for short) Creates The Solo bots to fight for you. as you know. after dying once solobots are gone for good. You have a choice for bulilding. evey bot type avalible (exapt BabyBoss/UFO Bosstank/BIGUFO :razz: (Will be made in Expansion one :tankerguns: )
2.Power Faciliity - Generates Power for Base. without. the base cannot function.
3.Walls surrounds the base to keep out predetors. 1 Gap.
4.Priser Bot - Fires at enemy tanks to keep your base ok.
5.Presidents Cannon - Fires Missiles Like the vulcano. Bombarding enemy bases. :withstupid:

Thats it.

Expansion one:
:monkey: :monkey:
Includes: Botacity/Bot Factory
Enigeration Tank - code = /enig this tank is quipped with a Tank Base Gun. And a light Plasma Gun. te LPG Light Plasma gun. Inflicts 0.1 damage. but has splash of 1. ( i can make this guns wep) Tank Base gun ca build anything that is in bases.

Expansion Two:
:monkey:
NEW - Auto Priser Bot - When you make a outpost and wall it. go to your Gap and on the sides. you can press Alt A to spawn a priser bot there. (may change)(Works anywhere)

Double CTF
Only differance here is that theres two goals that Hold flags. theres Two CTF Flags. once each is in one teams goal. that team scores 2. while one flag is in one goal. an enemy can take it out. :whistling:




List of creation:
1.Double Ctf (becuase its simpler to make)
2.Bases (wowic complex :o :shock: :o :shock: :binky:

EDIT: The first idea post about this can be found here:
viewtopic.php?f=4&t=3933&start=10 :razz:
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Re: Double CTF | Bases Gametypes (please Keep this On-topic!)

Post by TMG Leader »

Okay only things problems I'm see here is Expansion 2.

The priser bot may be a problem. But I have a solution. A key binding will not work on spawning bots. So to fix that we could have invisible scrum goals placed near the bases and make the function an "on::enter" function so that if you drive into it It'll spawn a certain bot when you go into a certain goal.

Now for the double ctf. If we get the two flags we need to figure out the scoring method. So

Case 1:

Player 1 is blue
Player 2 is green

player 1 takes player 2's flag and takes it back to his base and scores AS LONG AS HIS FLAG IS IN HIS BASE.
after capture:
Nuke all players(just an idea)
Respawn the flags in their corresponding bases(this is a must with 2 flags)

Case 2:

Player 2 takes player 1's flag takes it to his base WHILE PLAYER 1 HAS PLAYER 2'S flag and scores.
after capture:
Same as Case 1

We would also need to turn off the "jump" that the flag has. This can be done easily via special.cs

I took your bot that you made and re made it. If the bots are going to be defending our bases lets make them reasonably smart.

New tank Ai

Code: Select all

    new TankAIData(NoMoveTankAI)
    {
       homeRange = 0;      // how far from "home" will it wonder
       targetRange = 1000;     // how far away does it have to be before targeting an enemy
       disengageRange = 600;  // at what distance will it disengage an enemy
       aim = 2.2;            // how accurate? degrees variance from dead-on aim
       aimSpeed = 1.1;        // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to get 90% there)
       triggerHappy = 4;      // angle in degrees at which tank will not fire (smaller number, more frugal)
       longShotScale = 2;     // fire less often at a distance -- scales reload times (bigger = slower)
       fleeDamage = 0.0;      // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
       fleeOnTime = 0;     // how long to keep fleeing turned on (in ms)
       fleeOffTime = 0;   // how long to keep fleeing turned off after re-engaging (in ms)
       scanDelay = 1000;      // how long to delay between enemy scans (in ms)
       follow = false;         // will it follow a target outside "home" area?

       snipeWeight = 3.0;     // selection weight for sniping attacks
       ramWeight = 0.0;       // selection weight for ram attacks
       flankWeight = 0.0;     // selection weight for flanking attacks
       backWeight = 0.0;      // selection weigth for back-track attacks

       ocWeight = 4.0;        // obsessive-compulsive factor -- larger # means sticks with current target more
       revengeWeight = 10.0;   // larger # means go after tank that just shot us
    };
tell me what you think.
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Re: Double CTF | Bases Gametypes (please Keep this On-topic!)

Post by luke »

Awsome! :thumbup:

Nice idea for the scrumgoal.
We'll use the bot.
Double CTF - you capture the flags Floating around and put them somewhere. when you got two flags in to perticular positions. you score 2. (or 3. idea) 1 for each flag. but while one flag is in its place the enemy can take it out. If enemy gots both flags in His two positions. he wins.
Now since this is TEAM. grren has they're two pos and blue has a different 2 pos's. i hope that explains it.
to score in base you take the non bounce flag in enemy base. and take it to yours. example:

Case 1:

Player 1 (blue)
Player 2 (Green)
Player 2 captures Player 1's Flag!
what happens -
Player 1 loses flag and cannot score till flag is retrieved.
Player 2 puts flag iat his flag.
green scores 1 pts!

Case 2:

Player 1 takes player 2's flag
Player 2 cannot score till flag is retrieved.
Player 1 takes flag to his flag.
Player 1 scores 1 pts.


there. how u like that?

PS. i have new ideas:

Expansion two:
NEW - Target Practice - you have a bit of a base thats small. if you go through the scrum in there. it spawns a enemy Priser Bot. But one that can be damaged. If you kill it you can respawn it. same for each team.

NEW - Expansion Three
New - Tank Upgrades. if you score with a Medium Tank Or a Heavy Tank. you get bonuses. if your heavy tank. Your Turret Turn Ramge is Increased slightly and you get a extra bullet to fire. aswell your speed is increased by 0.1 Medium Tank: Your Speed is Increased by 2 and you get a armor increase. Your armor increases by 1.
Thats all.
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Re: Double CTF | Bases Gametypes (please Keep this On-topic!)

Post by ArtCrazy »

Ok, I've read through these posts and am gonna mention what is impossible in TT:

How exactly are you planning to make people "choose" the buildings they want to build and then the bots they want to build? If you are thinking of a window letting them select it or a keybind they press, forget it as that'd need them to install a client-side script.

President Cannon - Mimicking the volcano might be a bit difficult

Tank Base Gun - ummm? Not possible.

Always spawning bots in same place is very easy to do through a script.

Spawning a priser bot with Alt+A as said before is impossible without installing something ON CLIENT-SIDE.

But as said before it's possible to make "scrum goals" that have certain functions, like build the base or bots.

Think of answers to those problems and post them here.
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Re: Double CTF | Bases Gametypes (please Keep this On-topic!)

Post by TMG Leader »

I suggest we get rid of any ideas involving client side scripts. Lukie lets slow down a bit. We need to think about what your ideas are and see if they're possible. Now that I think of it having people choose what buildings and bots they want to spawn only brings one thing into my mind. It'll be lag-o-mainia. Having people constantly build their bots they want will just make it lag so I suggest if you do the scrum goal idea only put one.


Lets get rid of Expansion two. I like your idea but it seems like a waste of time(no offense).
Now to Expansion three. That whole idea seems like it's impossible. The only thing you can add or subtract from the tank is their health using: tank.hurtme(,); Unless you want to change the datablock of each tank to a new tank with the upgrades. But that is a pain.

So lets take a look.
Lets get to the basics of this gametype:

Requesting 2 flags
2 goals
2 bases
And no-moving bots to for cannons
Lets get this stuff done then we'll inspect the rest of your ideas.
We've already done the no moving bots so I suggest we start with the 2 flags and see if it's possible.
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Re: Double CTF | Bases Gametypes (please Keep this On-topic!)

Post by ArtCrazy »

I was thinking of having like "scrum goals" where if you went inside them a building would be built after some time if you didn't die... As for the bots you would have like "materials" that would be spent per bot, and you would only get them back if you KILLED bots from the other team.

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