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Firecrystal's Vanilla Improvements (Non-Colliding Units v2)
http://forums.datarealms.com/viewtopic.php?f=61&t=30506
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Author:  firecrystal [ Sun Feb 26, 2012 11:54 am ]
Post subject:  Firecrystal's Vanilla Improvements (Non-Colliding Units v2)

Non-Colliding Units

For those of us who can't wait for B27, I've created a mod which allows you to use and fight against units which don't step all over each other. It's a hacky solution, since actors still can't shoot past their teammates, and the units aren't aware that they can move past each other, so they get stuck at chokepoints, but it helps the AI units survive.

To play against non-colliding units, pick any of the activities prefixed by NC.

Changelog
Non-Colliding Units v2:
  • Upgraded the AI on the units to make them aware that they can pass through each other.
  • Changed jetpacks and diggers on the skirmish enemies so that they don't kill each other with them.

Image

Image

Sturdy Ships

These rockets and dropships have been modded to take a lot of punishment from small arms fire. Explosives can still bring them down, though. As the ships are life-support-capable orbital reentry vehicles, they'll put a dent in your wallet, which will be refunded when you return it in one piece. Losing one is like losing a brand new car, so steer clear of those RPG-7s.

Included in the .rte is an Activities folder. If you have Non-Colliding Actors, you can replace the default Activities folder in that RTE with this one to allow the enemy to use the improved ships.

Changelog
Sturdy Ships v2: Includes activities for Non-Colliding Units that replaces normal diggers with safe versions.





Attachments:
Non-Colliding Units.zip [21.4 KiB]
Downloaded 236 times
Sturdy Ships.zip [24.81 KiB]
Downloaded 184 times
Non-Colliding Units v2.zip [51.62 KiB]
Downloaded 461 times
Sturdy Ships v2.zip [25.01 KiB]
Downloaded 370 times

Author:  Joseh123 [ Sun Feb 26, 2012 3:25 pm ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Actors)

Oh...My...God...
You are my hero. I love you. But is there any way to make it work on custom units? Like, if any mod-making is required, then just say it.

EDIT: I still can shoot allies. I can line up with them to fire, but sometimes it hits the actor that is near.

Author:  Hunter0 [ Sun Feb 26, 2012 4:51 pm ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Actors)

Joseh123 wrote:
EDIT: I still can shoot allies. I can line up with them to fire, but sometimes it hits the actor that is near.

Mabye you didn't read the description properly:
firecrystal wrote:
It's a hacky solution, since actors still can't shoot past their teammates, and the units aren't aware that they can move past eachother, so they get stuck at chokepoints, but it helps the AI units survive.

Author:  Joseh123 [ Sun Feb 26, 2012 8:08 pm ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Actors)

Oh, sorry :-( I didn't read it. I just wanted to download it, because I read the title and was like OOOOOOOOOOH MY GOD! But, still, is there any way to add it to custom actors?

Author:  Hunter0 [ Sun Feb 26, 2012 10:04 pm ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Actors)

No worries, sorry if I sounded angry. As far as I can tell, just change the HitsMOs to 0 to incorporate it into other actors. Haven't tested it though so don't quote me on it.

Author:  Joseh123 [ Sun Feb 26, 2012 11:16 pm ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Actors)

I think that would make the actor invincible. No bullets from allies nor from enemies.

Author:  djw11544 [ Mon Feb 27, 2012 2:19 am ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Actors)

I think you should put a picture up bud, I tried it and it works but yeah, I am pretty sure it is required.

Author:  firecrystal [ Mon Feb 27, 2012 3:52 am ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Actors)

HitsMOs only changes whether the actor can collide with other objects. Bullets use GetsHitByMOs, which is different. Also, be sure you change HitsMOs = 0 for the limbs and head as well as the body, otherwise it doesn't work.

Author:  firecrystal [ Tue Feb 28, 2012 1:23 am ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Units v2)

Updated the Non-Colliding Units so their AI functions better, and added Sturdy Ships. You may want to tone down the spawn rate, the enemies do pile up now.

Author:  webk34 [ Fri Mar 02, 2012 1:50 am ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Units v2)

I love this mod. Thank you so much!

Author:  Squeegy Mackpy [ Mon Mar 05, 2012 10:30 am ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Units v2)

Shame this will be obsolete by the next build release, seeing as Data has added this functionality already.

Author:  NeoSeeker [ Tue Mar 20, 2012 11:34 am ]
Post subject:  Re: Firecrystal's Vanilla Improvements (Non-Colliding Units v2)

this doesn't work for me.


all i altered was the skirmish file so that i could make a drop zone anywhere (it's just an insertion of 5 lines of code)


i used the nc skirmish mode, selected a map and yet ronin and coalition don't pass through their own kind.

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