A teaser of a script I'm finishing up:
http://www.youtube.com/watch?v=aRr-4yuKAT8
*UPDATE*
I haven't touched this project in awhile. But here's the progress so far:
The sharpshooter (color blue) can zoom in and has an aim assist when the microphone button is held down. He has a flechette and a pistol. The pistol blows back enemies. He has a small percent chance of dodging an attack, which means he will take no damage. (this class is WAY overpowered at the moment because of the perfect accuracy and instantaneous projectiles, I'm considering weakening his health)
The technician (color yellow) has only a fusion pistol, can deflect energy projectiles and grenades with the cycle weapons backwards button, and can regenerate health and the health of those around him when cycle weapons forward button is toggled (the regeneration costs oxygen, which is slowly regenerated). I'd say his weakness is Enforcers.
The hand-to-hand specialist (color green) has fists and shotguns. He is too powerful with shotguns so I am getting rid of them. Press the microphone button to jump and primary fire while in mid-air to slam onto the ground, causing a shockwave to damage and repel surround enemies. Press the secondary fire to jump off a wall when you are facing it. Take note that when you face down, you will jump off going up, and vice versa. punch damage is amplified while jumping off a wall. You gain health from your punches, but health cans do not agree with you.
The heavy weapons specialist (color red) has the assault rifle and rocket launcher. He is immune to explosive damage. Holding the microphone button will produce a flying explosive orb that you can control the y-view with the mouse and the x-view with primary and secondary fire (primary turns it left, secondary turns it right) let go of the mic button to detonate the orb. the orb's view is better with OpenGL classic on, otherwise the vision will be have a limitation. The orb can also open doors by pressing tab near one.
when you die in multiplayer, you can pick a class to respawn as by pressing the cycle weapons forward and backward buttons until one of your squad mates comes and revives you by pressing tab.
REGARDING MULTIPLAYER: I'm not even sure if multiplayer works adequately enough, but make sure you have a good connection and all the players have the same map and script loaded in Preferences>Environment and take all the possible measures to prevent from getting out of sync.
I'm considering incorporating the following abilities (scripts are included separately with the Squad script):
-FOV Radar
creates lights in your view that indicate where distant enemies are (activate with mic button)
-Control robotic beings
control cyborgs, juggernauts, and drones by pointing at one and pressing tab. you will then see through their view and the controls are the same as the explosive orb except you also must press the mic button to move. press the the cycle weapons forward and backward buttons for the primary and secondary fire (drone does not have one).
NOTE: once again, the view is better with OpenGL classic on. It is difficult to fully control flying monsters, so do not expect too much from them.
THE PACKAGE:
[attachment=4748:Squad_LUA.zip]
Squad.lua
- Attachments
-
- Squad_LUA.zip
- (7.29 KiB) Downloaded 278 times
Last edited by raithe on Apr 18th '11, 02:40, edited 1 time in total.
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]
Looks cool. Not sure whether the colors mechanic will work very well, though.RAITHE wrote:A teaser of a script I'm finishing up:
http://www.youtube.com/watch?v=aRr-4yuKAT8
Also, melee specialist. Vidmasters round the world shall rejoice, for it no longer sucks to use fists only.
Last edited by TectonInd on Oct 30th '10, 05:11, edited 1 time in total.
-
- Vidmaster
- Posts: 1232
- Joined: Jan 22nd '06, 18:27
- Location: Lake Nebagamon, WI
- Contact:
Its good.
But I had thought that you had made an lua that made Bobs follow you where ever you go.
The title got me.
But I had thought that you had made an lua that made Bobs follow you where ever you go.
The title got me.
TectonInd wrote:colors mechanic
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]
-
- Vidmaster
- Posts: 1232
- Joined: Jan 22nd '06, 18:27
- Location: Lake Nebagamon, WI
- Contact:
MoppyPuppy wrote:title
Oh yeah, and this.MoppyPuppy wrote:Its good.
But I had thought that you had made an lua that made Bobs follow you where ever you go.
The title got me.
You know, if you're willing to disable Coop.lua, this could make for some pretty awesome cooperative games.
Last edited by TectonInd on Oct 30th '10, 13:33, edited 1 time in total.
Squad.lua is meant for both co-op and solo. You have to make sure you have an adequate connection and you follow all the instructions on how to prevent OOS. I don't understand what you mean by "disable Coop.lua".
Last edited by raithe on Oct 30th '10, 15:23, edited 1 time in total.
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]
Most people use Coop.lua in cooperative games. I'm fairly sure that you can't run two netscripts at once, so you'd have to without the enhancements coop.lua gives.RAITHE wrote:I don't understand what you mean by "disable Coop.lua".
I'm not using everything Coop.lua has. Squad.lua is not meant to replace it, but to make gameplay more challenging or interesting. I still need to balance the classes out more for it to be more of a challenge of course.
Last edited by raithe on Oct 30th '10, 15:57, edited 1 time in total.
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]
Actually, I'm pretty sure making the fists better would be exactly the sort of the thing that would piss them off.TectonInd wrote:Also, melee specialist. Vidmasters round the world shall rejoice, for it no longer sucks to use fists only.
Edit: I'm curious, is there anything special about each class beyond its weapon loadout? e.g. what makes the technician a technician beyond just having a future-y type weapon (fusion pistol)?
Last edited by Dis on Oct 30th '10, 19:57, edited 1 time in total.
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That was actually kind of what I was thinking. Perhaps locked door opening power?Dis wrote:Edit: I'm curious, is there anything special about each class beyond its weapon loadout? e.g. what makes the technician a technician beyond just having a future-y type weapon (fusion pistol)?
I only demonstrated 1 ability per class in the video (2 for the hand to hand actually), but you'll see...
Last edited by raithe on Oct 31st '10, 02:45, edited 1 time in total.
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]
Alright, eagerly awaiting this. Good luck on finishing it up!RAITHE wrote:I only demonstrated 1 ability per class in the video (2 for the hand to hand actually), but you'll see...
Hand to hand can jump, heavy weapon guy can send out some kind of explosive drone thing(?), technician can reflect shots and sharpshooter can zoom. It's shaping up to be an interesting script.
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The only problems I see are the balancing of classes and I can't stop adding more abilities!
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]
As long as the sharp shooter can measure up in power to the other classes in power I'm happy. One thing you'll have to consider when adding abilities is how many you can map using whatever interface you've coded (as an example, the one in vm.lua) before it becomes impractical to use them all at the pace Marathon gameplay sets.
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The problem with the sharpshooter is he's too powerful. He has perfect accuracy and instantaneous projectiles.
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]
*UPDATE*
I haven't touched this project in awhile. But here's the progress so far:
The sharpshooter (color blue) can zoom in and has an aim assist when the microphone button is held down. He has a flechette and a pistol. The pistol blows back enemies. He has a small percent chance of dodging an attack, which means he will take no damage. (this class is WAY overpowered at the moment because of the perfect accuracy and instantaneous projectiles, I'm considering weakening his health)
The technician (color yellow) has only a fusion pistol, can deflect energy projectiles and grenades with the cycle weapons backwards button, and can regenerate health and the health of those around him when cycle weapons forward button is toggled (the regeneration costs oxygen, which is slowly regenerated). I'd say his weakness is Enforcers.
The hand-to-hand specialist (color green) has fists and shotguns. He is too powerful with shotguns so I am getting rid of them. Press the microphone button to jump and primary fire while in mid-air to slam onto the ground, causing a shockwave to damage and repel surround enemies. Press the secondary fire to jump off a wall when you are facing it. Take note that when you face down, you will jump off going up, and vice versa. punch damage is amplified while jumping off a wall. You gain health from your punches, but health cans do not agree with you.
The heavy weapons specialist (color red) has the assault rifle and rocket launcher. He is immune to explosive damage. Holding the microphone button will produce a flying explosive orb that you can control the y-view with the mouse and the x-view with primary and secondary fire (primary turns it left, secondary turns it right) let go of the mic button to detonate the orb. the orb's view is better with OpenGL classic on, otherwise the vision will be have a limitation. The orb can also open doors by pressing tab near one.
when you die in multiplayer, you can pick a class to respawn as by pressing the cycle weapons forward and backward buttons until one of your squad mates comes and revives you by pressing tab.
REGARDING MULTIPLAYER: I'm not even sure if multiplayer works adequately enough, but make sure you have a good connection and all the players have the same map and script loaded in Preferences>Environment and take all the possible measures to prevent from getting out of sync.
I'm considering incorporating the following abilities (scripts are included separately with the Squad script):
-FOV Radar
creates lights in your view that indicate where distant enemies are (activate with mic button)
-Control robotic beings
control cyborgs, juggernauts, and drones by pointing at one and pressing tab. you will then see through their view and the controls are the same as the explosive orb except you also must press the mic button to move. press the the cycle weapons forward and backward buttons for the primary and secondary fire (drone does not have one).
NOTE: once again, the view is better with OpenGL classic on. It is difficult to fully control flying monsters, so do not expect too much from them.
THE PACKAGE:
[attachment=4747:Squad_LUA.zip]
I haven't touched this project in awhile. But here's the progress so far:
The sharpshooter (color blue) can zoom in and has an aim assist when the microphone button is held down. He has a flechette and a pistol. The pistol blows back enemies. He has a small percent chance of dodging an attack, which means he will take no damage. (this class is WAY overpowered at the moment because of the perfect accuracy and instantaneous projectiles, I'm considering weakening his health)
The technician (color yellow) has only a fusion pistol, can deflect energy projectiles and grenades with the cycle weapons backwards button, and can regenerate health and the health of those around him when cycle weapons forward button is toggled (the regeneration costs oxygen, which is slowly regenerated). I'd say his weakness is Enforcers.
The hand-to-hand specialist (color green) has fists and shotguns. He is too powerful with shotguns so I am getting rid of them. Press the microphone button to jump and primary fire while in mid-air to slam onto the ground, causing a shockwave to damage and repel surround enemies. Press the secondary fire to jump off a wall when you are facing it. Take note that when you face down, you will jump off going up, and vice versa. punch damage is amplified while jumping off a wall. You gain health from your punches, but health cans do not agree with you.
The heavy weapons specialist (color red) has the assault rifle and rocket launcher. He is immune to explosive damage. Holding the microphone button will produce a flying explosive orb that you can control the y-view with the mouse and the x-view with primary and secondary fire (primary turns it left, secondary turns it right) let go of the mic button to detonate the orb. the orb's view is better with OpenGL classic on, otherwise the vision will be have a limitation. The orb can also open doors by pressing tab near one.
when you die in multiplayer, you can pick a class to respawn as by pressing the cycle weapons forward and backward buttons until one of your squad mates comes and revives you by pressing tab.
REGARDING MULTIPLAYER: I'm not even sure if multiplayer works adequately enough, but make sure you have a good connection and all the players have the same map and script loaded in Preferences>Environment and take all the possible measures to prevent from getting out of sync.
I'm considering incorporating the following abilities (scripts are included separately with the Squad script):
-FOV Radar
creates lights in your view that indicate where distant enemies are (activate with mic button)
-Control robotic beings
control cyborgs, juggernauts, and drones by pointing at one and pressing tab. you will then see through their view and the controls are the same as the explosive orb except you also must press the mic button to move. press the the cycle weapons forward and backward buttons for the primary and secondary fire (drone does not have one).
NOTE: once again, the view is better with OpenGL classic on. It is difficult to fully control flying monsters, so do not expect too much from them.
THE PACKAGE:
[attachment=4747:Squad_LUA.zip]
- Attachments
-
- Squad_LUA.zip
- (7.29 KiB) Downloaded 288 times
Last edited by raithe on Apr 17th '11, 02:04, edited 1 time in total.
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]
This was alot of fun but there are some issues. First, there's no way to tell off the bat which colors denote a certain class which is a bit annoying. The wall jump is WAY too powerful, you have no control over it and its honestly rather disorienting. The Engineer's abilities are all a bit wack, there's nothing to specify what constitutes an "energy" projectile unless you just mean Staff bolts which would make the shields fairly useless imo. I suggest expanding the definition to include Spht bolts and fusion projectiles; The shield recharge sits on the other end of the spectrum, making you essentially invincible. I suggest putting some sort of cool down on it and perhaps an arbitrary limit on the amount of health that can be added using it.
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You do have control over it, it takes getting used to, but yeah it is disorienting. About that shield recharge, I've tried everything, but it still will not slowly recharge. It just goes full throttle for no reason. Energy projectiles are s'pht bolts, staff bolts, I'm not sure that I included fusion bolts, hunter bolts, drone bolts. It also repels trooper grenades, cyborg balls, and juggernaut rockets. The enforcers flame is not deflected. whatever monster you are aiming at when you deflect the projectile, it goes towards it. And I'm pretty sure the homing projectiles have the homing feature on the target monster as well.siD wrote:This was alot of fun but there are some issues. First, there's no way to tell off the bat which colors denote a certain class which is a bit annoying. The wall jump is WAY too powerful, you have no control over it and its honestly rather disorienting. The Engineer's abilities are all a bit wack, there's nothing to specify what constitutes an "energy" projectile unless you just mean Staff bolts which would make the shields fairly useless imo. I suggest expanding the definition to include Spht bolts and fusion projectiles; The shield recharge sits on the other end of the spectrum, making you essentially invincible. I suggest putting some sort of cool down on it and perhaps an arbitrary limit on the amount of health that can be added using it.
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]
Well, that settles that then.
I think you should slow down the wall jump and get rid of the auto turn thing it does though.
EDIT: Now that I'm retesting these with more monsters the Engineer's health really isn't an issue. The oxy recharge gives it a natural cooldown and keeping your health topped off adds a cool dimension to the combat.
I think you should slow down the wall jump and get rid of the auto turn thing it does though.
EDIT: Now that I'm retesting these with more monsters the Engineer's health really isn't an issue. The oxy recharge gives it a natural cooldown and keeping your health topped off adds a cool dimension to the combat.
Last edited by Dis on Apr 16th '11, 18:36, edited 1 time in total.
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This could be modified and transformed into a neat competitive multiplayer experience....
CLASS BASED MULTIPLAYER!!!!
But that would require a tweak to make it from team color to normal player color if you wanted to maintain teamplay.
CLASS BASED MULTIPLAYER!!!!
But that would require a tweak to make it from team color to normal player color if you wanted to maintain teamplay.
"Escape will make me God"
Good idea. At the moment, this is co-op multiplayer supported (hence SQUAD). I don't think I posted the specific colors for each class, oops.DADDY Z3RO wrote:This could be modified and transformed into a neat competitive multiplayer experience....
CLASS BASED MULTIPLAYER!!!!
But that would require a tweak to make it from team color to normal player color if you wanted to maintain teamplay.
EDIT: I've included the colors in the description post.
Last edited by raithe on Apr 17th '11, 02:05, edited 1 time in total.
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]
One thing I might suggest there would be doubling up the colors (two colors to denote one class) so that up to eight people can play. Also, the heavy's drone just crashes the game.
P.S. I know I've been intensely critical thus far but I'm having quite a fun time with this script.
EDIT: And the game will lag like crazy when you first load up a level with the hand to hand class. Not sure why...
P.S. I know I've been intensely critical thus far but I'm having quite a fun time with this script.
EDIT: And the game will lag like crazy when you first load up a level with the hand to hand class. Not sure why...
Last edited by Dis on Apr 17th '11, 05:19, edited 1 time in total.
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I'm pretty sure multiple players can play as the same class.Dis wrote:One thing I might suggest there would be doubling up the colors (two colors to denote one class) so that up to eight people can play. Also, the heavy's drone just crashes the game.
That's weird, it works just fine on mine.
Until next time...
RAITHE [Pfhor Military Base AI Ver. 4.2]
RAITHE [Pfhor Military Base AI Ver. 4.2]