about that, it was an option, but outside the compatibility issues, they are damn snipers on the move.
not sure that would be something players would enjoy getting sniped while the thingy moves.
but yeah, since there are not official pves outside a half baked wave defense system, it’s all what we have available.
( actually, a correction. there are some pve nodes and stuff related to that, but those do not work because are either incomplete or meant to be used with something else that i’m not aware because there are 0 guides about it )
nevertheless, i’m somewhat happy with what i can do.
It’s a lot compared that this a fringe forum of a fringe game, where’s modding community is a fringe part of it. I should be praised from the dedication I give to this, and yet you attack me!
With that attitude I do mind, thank you very much.
I’m not sure if I catched this ball correctly, but okay.
Well there’s a game where you have to peel your potatoes before you eat them (DayZ) and I’m not totally sure that’s the audience you’re going after here. Player death should always be meaningful for the game to be feel fulfilling. “Ah, I died because I didn’t aim fast enough…” is acceptable as is “ffs I didn’t see that machine-gunner in time” but “Ack, got shot from the mountains by an autospinning bot” is just annoying in player perspective.
I think that giving player the strands of their fate to their own hands is what allure us, the Deus Ex Machina made by the player - or the illusion of it - is what brings people to play PvE games. Flipping coins if you die or not isn’t rewarding, it’s just a stroke of luck. So, ya know, that’s why Hades and Roguelite games are that popular. “I shouldn’t have survived this but I did, and it’s all thanks to me”.
This is correct.
Doesn’t player tickets already cost more than bot-tickets? I don’t know the limitations of the engine but surely bots do cost less.
Or just a “DL_SPAWN_BEACON_LOCRANDOMx5” event when someone crosses a treshold might do the same trick. Just despawn the radio after 2 spawn-waves and voila.
I mean Delta Force used to have this kind of tricks that a certain jeep would drive like 5 miles from the start of the objective and unload a group of hostiles next to the player, but that’s unnecessary when you can just “summon” them under a bush. It’s the same for the player who shoots the bots. He doesn’t need to know what’s under the hood.
well, it’s not an attack. just a response because of
^
soft skin i guess ( on my part )
oh well. you win some, you lose some as they say.
on a serious note,
what i meant is,
the editor, is actually a world of it’s own.
splitted from reality and fantasy
( no, i’m not making it up )
so, in brief words, there’s a " second section " called entities. where you can use part of codes or straight up create new ones.
which it’s where i can do what i mentioned.
but the problem is, the entities are currently only supported through the editor in local. and not work through the custom games in multiplayers.
so, basically, it means you can do it, it just won’t show up for everybody yet, because devs still didn’t allowed mods to use entities ( since it’s ironic due to the game in order to function, does use entities upon creating match and what not. like, as soon the server starts, entities gets picked up and used. hard concept to explain. and perhaps i’m not the most… accurate person to explain it. i hope it gave somewhat of an idea )
yeah.
understandable. i just need to find the parameter for tweaking their accuracy out of the 3000 parameters.
but i guess that’s a must go focus.
since they can still shoot through bushes. maybe i should add invisible walls that ai do not detect in bushes but players can walk through.
that’s actually a good start.
unfortunately, due to how custom are setted, if you have less players ( which soloing is also something i’m aiming for those who has a bad connection etc and has this issue ) when bots die, they take a good chunk of tickets.
which the other problem that i have, is that AI will die from machineguns. because machineguns are not recognized as a threat to AIs.
so it’s ideally meant to be played fully by players. though… yeah, we know how that goes just even in the base game.
If I decide to play the mod with friends. Will it scale the difficulty up? If not, you should probably present far more difficulty modes, so “Soldier difficulty for 1” and “Soldier difficulty for 10” are options.
currently, players can choose and you will be able to choose the type of difficulty by downloading the gamemode with the difficulty settings applied on.
meaning that, i’ll be creating 3 ( or maybe 6 ) gamemodes of the same map, but with different names as all have different settings. you will be able to recognize them because of the name difficulty.
( for example, whether play recruit, soldier or veteran difficulty ).
additionally, players can choose if they want to play with hardcore settings or not, and how many bots will be there on the battlefield as reinforcements.
( the slider of bots from 0 to 50 will decide how many bots there will be. keep in mind that due to limitations, those numbers will be splitted as the game by default gives equal numbers of bot on both sides. something that unfortunately i cannot change )