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HeroSupport Script for modders - Please test it

Posted: Fri Sep 15, 2006 8:16 pm
by archer01
*Update
Wow... I just did a major overhaul on this script, but now it's even better! It fixes bugs of all kinds (like the heroes not able to capture CPs in conquest for example) and has made it even easier to add it into a map.

I'm re-releasing the demo-module, and once I get a few confimations that it works without a hitch, I'll release the script for everyone to use.

Here is the new link for the demo module:
http://files.filefront.com/HeroSupportD ... einfo.html

and if FileFront doesn't work:
http://www.poorrogue.com/chargecombo/He ... tDemo3.zip



*Original Post
A couple days ago I started making a script that fixes something that I thought was fundementally "broken" with SWBF2: the bots never using Heroes.

Now, I know that the "simple" solution was to set a select limit of one (1) onto a certain unit, but there were problems with that solution. The first being that the hero for your team still wouldn't spawn (AI leaving spot open for player), another was that a bad player might get that spot and never give it up online. That solution wasn't "good enough" for me.

Well I got it working (assuming there isn't something I'm missing). I've created a script that can be easily added to any mode or map and it 'simulates' the AI using the hero character.

Here's the demo module I used to test it (this is a mod, not the scripts):
(old link deleted)

or (please only use this one if FileFront isn't working):
(old link deleted)

The download is about 700kb.

Here are the screens :
! - Please note: These were all taken in the SAME match and I was the ONLY human player in the match
*** http://i62.photobucket.com/albums/h83/t ... t_0023.jpg
http://i62.photobucket.com/albums/h83/t ... t_0024.jpg
http://i62.photobucket.com/albums/h83/t ... t_0025.jpg
http://i62.photobucket.com/albums/h83/t ... t_0026.jpg
http://i62.photobucket.com/albums/h83/t ... t_0027.jpg
*** http://i62.photobucket.com/albums/h83/t ... t_0028.jpg
http://i62.photobucket.com/albums/h83/t ... t_0029.jpg
http://i62.photobucket.com/albums/h83/t ... t_0030.jpg

I don't think anyone else has tried to fix this problem (at least I haven't seen anything about it), but even if someone already has... Oh well, I had fun and that's what counts right? :D

I would like some people to test the module. If everything works out alright, I'll release the scripts for everyone to use. Assuming anyone has any interest in it. Is anyone interested in something like this?

RE: HeroSupport Script for modders

Posted: Fri Sep 15, 2006 8:29 pm
by [RDH]Zerted
Hmm, can't seem to download it...

RE: HeroSupport Script for modders

Posted: Fri Sep 15, 2006 8:43 pm
by archer01
Really? I tested the download...

*Edit: Now it's not working for me either...

Check original post for the new link. :D

RE: HeroSupport Script for modders

Posted: Fri Sep 15, 2006 11:22 pm
by NastyMcFilth
I just tried it for myself and it worked perfectly it really comes in handy when i don't feel like being a hero are you going to make it availible for other maps?

RE: HeroSupport Script for modders

Posted: Sat Sep 16, 2006 12:33 am
by archer01
I'm planning on making the script available to mappers and modders alike so they can use it in their own maps. I've set it up so it's very simple to add it into a map lua allowing even those who don't know how to script the ability to use it.

I need several people to test the demo module so I can work out all the bugs before releasing the scripts to the public.

Thanks for trying it out!





@Everybody
I didn't describe what this "feature" does very well in my original post, so I'll describe it here...


This script (once released) will allow mappers who don't know much about scripting to add AI hero support to their maps. Like the "hero" concept entails, there is only one version of the hero on the map at any time. If a human player is given the option to become the hero and accepts, the AI hero is removed from the map and then spawns in again once the human hero is no longer present (ie back to a normal unit).

This script does NOT modifiy/override any of the original mode/game scripts, meaning it can be used on any map and in any mode while only requiring minor tweaking on the mapper's part.

It also lets the mapper specify the health points for the AI heroes (if they wish), thus allowing the heroes to actually be a threat to the player. (...well maybe not, the AI really is dumb after all)



Here's another screenie I took from an instant action game, please note the kill text in the top corner:
Image


I was "Billy Bob" :(
But at least Jango took two of his own at the same time! Yay for flamethrowers! :bobba:

RE: HeroSupport Script for modders

Posted: Sat Sep 16, 2006 4:43 am
by Aksel3
This is great archer01! This will make instant action battles way more interesting.

RE: HeroSupport Script for modders

Posted: Sat Sep 16, 2006 4:50 am
by Aussie_Irishman
i agree, well done mate, this will certainly come in handy, thats the thing thats been missing for so long...

AJay

RE: HeroSupport Script for modders

Posted: Sat Sep 16, 2006 9:31 am
by valiant
Dude, shouldnt this have been in the released mods forum?

RE: HeroSupport Script for modders

Posted: Sat Sep 16, 2006 9:37 am
by Aussie_Irishman
well that could be discussed both ways....for one, it was only a test to see if it works, and secondly, its not actually a mod in itself, its an added part of a script FOR a mod....

AJay

RE: HeroSupport Script for modders

Posted: Sun Sep 17, 2006 1:45 am
by archer01
Update! See the top of the original post!

...or just download the "overhauled" version here:
http://files.filefront.com/HeroSupportD ... einfo.html

You may not "see" any changes, but there was a lot done in the background. If you guys don't mind, could you just verify that this works as it should? Thanks!


Off/Side-topic:
I believe this post belongs here... This isn't an alpha, beta, or final. It's a testing tool... Does that make sense?
Could one of the admins support/correct me on this point? Thanks.