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Wasteland, some old stuff
#92252
09/29/06 10:17
09/29/06 10:17
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Joined: Jan 2003
Posts: 4,305
Damocles
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Here the old Wasteland the ClanWars demo (2004), I removed it a while ago from the website, as I was working on a total rework. But I never brought the rework to a full game. It was supposed to be a strict Client-Server system (did work fine on LAN), But 3dGS is not a multiplayerprogrammers friend, so I abandoned it. Here the old Hard-AI demo, one level, destroy the villians base. You need to collect scrap with the scavangers and pump water with the wells, very classic RTS usage. You can use the code freely, to see how to set up an RTS clanwars.zip 15MB
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Re: Wasteland, some old stuff
[Re: Damocles]
#92253
09/29/06 10:25
09/29/06 10:25
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Joined: Jan 2003
Posts: 4,305
Damocles
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Ups, just played it and got overrun this is the "Hard AI" Demo, as requested by some players back then, who thought it was to easy. Try to Build a barrack and some Raiders/troopers quickly, to stand the first Rush. This version is a bit buggy, to avoid the first Rush, place the green trooper in the northwest, after he is killed, the enemies stay at their point, and you can build up the base without getting overrun. (use units as baits, that get attacked, so the enemy troup chases after them, and does not get to the base, in the early part of the game) To build raiders, you need to build an HQ, and make the tavern upgrade, then build barracks. You also need to build waterwells (upgrade in the scrapyard) onto the green-grass fields.
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Re: Wasteland, some old stuff
[Re: Pappenheimer]
#92255
09/29/06 12:10
09/29/06 12:10
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
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Are you going to stop working on this RTS entirely? That would be so bad, I really liked it! Anyways, thanks for the contribution, great to be able to see how you've done the AI, especially pathfinding with groups, it'll take a while before I fully understand how you did it though hehehe,
Edit: After a quick test, it gives some errors trying to run it ... A error telling a line is too big (1024) characters or something and a lot of pointer errors and 2 missing wad files .. Doesn't matter that much though, I'm interested in the code only,
Cheers
Last edited by PHeMoX; 09/29/06 12:12.
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Re: Wasteland, some old stuff
[Re: FeiHongJr]
#92257
09/29/06 12:30
09/29/06 12:30
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Joined: Jan 2003
Posts: 4,305
Damocles
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Starting it with A6 is probably a problem, it is build with A5com.
I have done a much better job on the rework, concerning groupmovement, but the old demo works good anyway in this part.
The AI is fairly simple, ist just builds up the base, collects ressources, and then does rush-attacks into the players base in certain time periods.
If you want to reduce the AI hardness, you need to make the rush-cycles longer (somewhere in the code)
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Re: Wasteland, some old stuff
[Re: PHeMoX]
#92259
09/29/06 12:43
09/29/06 12:43
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Joined: Jan 2003
Posts: 4,305
Damocles
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insert: var video_screen = 1; //Fullscreen
to get it easyer:
in Ai_core look for
//#1 if((ai_attack_number==0)&&(ai_hq_attack<0)&&(enemy_raider>1)&&(player_schmiede<1))//&&(enemy_trooper>3))//&&(enemy_flame>1)) {ai_attack_number+=1;ai_attack_hq=1;wait(1); ai_attack_hq=0;ai_hq_attack=3000;} //commando, attackiere HQ durch alle kampfeinheiten //#2 if((ai_attack_number>0)&&(ai_hq_attack<0)&&(enemy_raider>4)&&(player_schmiede<1))//&&(enemy_trooper>3))//&&(enemy_flame>1)) {ai_attack_number+=1;ai_attack_hq=1;wait(1); ai_attack_hq=0;ai_hq_attack=3000;} //commando, attackiere HQ durch alle kampfeinheiten /* //#3 -> bis schmiede da if((ai_attack_number>=2)&&(ai_hq_attack<0)&&(enemy_raider>4)&&(player_schmiede<1))//&&(enemy_trooper>3))//&&(enemy_flame>1)) {ai_attack_number+=1;ai_attack_hq=1;wait(1); ai_attack_hq=0;ai_hq_attack=1000;} //commando, attackiere HQ durch alle kampfeinheiten */ //ongoing, wenn schmiede da if((ai_hq_attack<0)&&(enemy_raider>5)&&(player_schmiede>0)&&(enemy_trooper>4)) {ai_attack_hq=1;wait(1); ai_attack_hq=0;ai_hq_attack=3000;} //commando, attackiere HQ durch alle kampfeinheiten
the old time was ai_hq_attack=1000;
change it to ai_hq_attack=3000; for example, to increase teh attack time.
also you need to change the nam : search.wdl to search_.wdl
then it should run in A6 also (I dont use the current beta version, it starts with the last stable realease of A6)
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