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Skirmish Wave *Update 2
http://forums.datarealms.com/viewtopic.php?f=24&t=21791
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Author:  CaveCricket48 [ Sun Mar 13, 2011 2:24 am ]
Post subject:  Skirmish Wave *Update 2

Image

Like skirmish, but the enemy comes down in waves. There's also a text display at the top of the screen that keeps track of the current wave and the number of live enemies.

Update: There is now a time delay between waves. This allows you to make hasty repairs to your bunker before the next group of enemies come.

Update 2: Now with editable enemy drops! Look into the Lua script until you find this:
Code:
----------------------------------------

   self.longestWaveDelay = 30000; -- Wave delay on lowest difficulty
   self.shortestWaveDelay = 5000; -- Wave delay on highest difficulty
   -- All delays in between are calculated with MATH

   self.maxDeliveryLoad = 2; -- Maximum number of units per delivery
   self.minDeliveryLoad = 1; -- Minimum number of units per delivery

   self.chanceOfCrab = 0.05; -- Chance of getting an ACrab. If you don't get a crab, an AHuman is delivered
   self.chanceOfRocket = 0.0; -- Chance of getting a rocket. If you don't get a rocket, a dropship comes

   self.PrimaryWeaponList = { "Grenade Launcher", "Blaster", "Sniper Rifle", "Nailer Cannon", "Destroyer Cannon", "Compact Assault Rifle", "Assault Rifle", "Heavy Sniper Rifle", "Gatling Gun", "Flamer", "Napalm Flamer", "Spike Launcher", "Flak Cannon", "Shotgun", "Auto Shotgun", "Mauler Shotgun", "Bazooka", "YAK47", "YAK4700", "TommyGun", "M16", "Spaz12", "Spaz1200", "Rifle Long"};
   self.SecondaryWeaponList = { "Nailgun", "Rail Pistol", "Pistol", "Auto Pistol", "Heavy Pistol", "Uzi", "Shortgun", "Desert Eagle", "Glock", "Luger" };
   self.DiggerList = { "Light Digger", "Medium Digger", "Heavy Digger", "Pulse Digger", "Turbo Digger",};

   self.BodyList = { "Mia", "Dafred", "Dimitri", "Gordon", "Brutus", "Sandra", "Soldier Light", "Soldier Heavy", "Browncoat Light", "Browncoat Heavy" };
   self.CrabList = { "Dreadnought" };

   self.DropShipList = { "Drop Ship", "Drop Ship MK1" };
   self.RocketList = { "Rocket MK1", "Rocket MK2" };

----------------------------------------

I'm going to work on a more 'traditional' load out design later (specify exact load-outs).

Attachments:
Skirmish Wave.rte.rar [3.7 KiB]
Downloaded 1293 times

Author:  zalo [ Sun Mar 13, 2011 2:48 am ]
Post subject:  Re: Skirmish Wave

Hey, I've been waiting for some extra "Activities".

Now I'll have time to refortify between waves. :)

Author:  CaveCricket48 [ Sun Mar 13, 2011 2:51 am ]
Post subject:  Re: Skirmish Wave

Oh, I haven't gotten delay in between waves to work yet. Heh heh. But I'll get it soon.

Update: There is now a time delay between waves. This allows you to make hasty repairs to your bunker before the next group of enemies come.

Author:  bioemerl [ Sun Mar 13, 2011 3:42 am ]
Post subject:  Re: Skirmish Wave *Update

THIS
Is what skirmishes should be, and wish to be for all time!

Author:  Natti [ Sun Mar 13, 2011 10:13 am ]
Post subject:  Re: Skirmish Wave *Update

This is how I expected B24 skirmish to be.
Thank you, CC48. You're my hero (alongside with Abdul, TLB, Bubs and a few other god-class modders)!

Author:  The Decaying Soldat [ Tue Mar 15, 2011 2:04 pm ]
Post subject:  Re: Skirmish Wave *Update

This is a miracle! It's like how CC should've been played all along!
I actually had time to repair bunkers! I actually had time to re-arm and reposition my troops! I actually had time TO MINE GOLD!!! MINE GOLD!!!

CaveCricket, can I give you a hug?

P.S. Is it possible to make this completable with other mods? Like, if we could throw in our own activities.ini and let it run in wave mode?

Author:  carriontrooper [ Wed Mar 16, 2011 7:04 am ]
Post subject:  Re: Skirmish Wave *Update

The Decaying Soldat wrote:
Like, if we could throw in our own activities.ini and let it run in wave mode?


This, many times this, maybe sorta like Tartarus. It's becoming a staple way of choosing your own activities... Awesome job, CC48.

Author:  Fail Flail [ Wed Mar 16, 2011 11:17 am ]
Post subject:  Re: Skirmish Wave *Update

Awesome, this is a game mode is one one that i am surprised wasn't made default.
Now all i have to do is add zombies :D

Author:  CaveCricket48 [ Tue May 03, 2011 1:51 am ]
Post subject:  Re: Skirmish Wave *Update

Okay guys, I've been thinking about how to add custom enemy drops into this and two methods are presenting themselves.

First, you simply have a list of actors, guns, and tools that the enemy can use. The activity script will randomly assign an actor a tool and weapon and drop them on the field in a random craft.

The next, slightly more complicated method involves have each actor load-out predefined, which means more work for you but you won't get unwanted loads.

Which would you want?

Author:  bioemerl [ Tue May 03, 2011 2:12 am ]
Post subject:  Re: Skirmish Wave *Update

you could make 2 files, one where you define actors indavigual loadout, and the other to define the custom loads?

well, could you do that?

Author:  CaveCricket48 [ Tue May 03, 2011 2:21 am ]
Post subject:  Re: Skirmish Wave *Update

That could work, I guess.

Well, expect an update in the next few days.

Author:  bioemerl [ Fri May 06, 2011 1:58 am ]
Post subject:  Re: Skirmish Wave *Update

awesome

is there a way to extend the period of time between waves, and is there a way this can be in B25?

Author:  Roast Veg [ Fri May 06, 2011 5:15 pm ]
Post subject:  Re: Skirmish Wave *Update

Is it really that much trouble to copy the mod folder into the new version? Really?

If Data and everyone else thinks this is a good thing to have in the next build, great, but honestly why not just put it in there yourself if it means that much to you, bio.

Author:  CaveCricket48 [ Fri May 06, 2011 9:54 pm ]
Post subject:  Re: Skirmish Wave *Update 2

Updated. Check the main post.

Author:  Xron [ Fri May 06, 2011 10:42 pm ]
Post subject:  Re: Skirmish Wave *Update 2

Does it support mods?

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