You will surely get it to work Thud! Thanks again for everyone.
Night Shift is much ready for release, I had nothing else to do on the mod (already made 41 custom loadscreens), so I jumped into scarcoding. As a result: All night maps will now fade in and display a random UCS message on the screen when the game launches. A script checks for human players, so this only happens in skirmish to prevent sync errors due to the random variable. It really sets the mood.
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Palii
Member Since 29 Apr 2006Offline Last Active May 06 2006 06:48 PM
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In Topic: MultiMod detection system
04 May 2006 - 12:06 AM
In Topic: MultiMod detection system
03 May 2006 - 08:13 PM
Wow! Thank you for that great news LarkinVB! Everything is already in place and now we know it works! Congratulations to the whole AI team!
In Topic: MultiMod detection system
03 May 2006 - 07:40 PM
I started coding Scar a few days ago and I stumbled across a function. It supposed to enable an ai component.
Example Usage from one of Relic's Missions:
So CT_Attacking is an AI Component, that can be enabled/disabled. Can you guys relate to this?
Maybe a new dummy component can be created, that is enabled by the map, thus telling the AI about the night map.
Cpu_EnableComponent( PlayerID player, Boolean enable, Integer ct )I have no idea what an AI component is, but this seems like another communication channel between Map Scar and AI.
Example Usage from one of Relic's Missions:
Cpu_EnableComponent( g_Player3, false, CT_Attacking )
So CT_Attacking is an AI Component, that can be enabled/disabled. Can you guys relate to this?
Maybe a new dummy component can be created, that is enabled by the map, thus telling the AI about the night map.
In Topic: MultiMod detection system
30 April 2006 - 10:50 PM
Thud! Good news here. Finaldeath wrote up a scar file, that could be a possible solution. I've it sent to you in email, it declares a variable to each player on any night map. I hope this works out.
In Topic: MultiMod detection system
30 April 2006 - 01:25 AM
Yes! That is right. I experienced this same damn bug :(If you run the game first with another mod then exit. Then start the game using the Night_Shift's own shortcut "W40kWA.exe -modname night_shift" it won't switch in the local.ini file?
If you run in dev mode, then it works every time.
I hope it will work out, seems good to me. I glanced at the thread, but this is out of my league.Cpu_DoString() with map SCAR might be the solution.
Tell me Thud if I can do anything to help.
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