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Topics - rkynick

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31
Modification Help / Rky's Wild West Shootout!
« on: June 07, 2009, 06:21:59 PM »

I've been hosting a Wild-West themed TDM recently, here's the details on what I've done.


Rky's Wild West Shootout!

YEE HAW; The rules of battle
There are two teams, bandits and vigilantes. The TDM is played with 1 life only, so you have to be careful. Bandits (generally, not always) win by capturing an objective or by killing everyone, whereas vigs must kill all the bandits(they have no objective besides killing)
As such, the vigilantes are usually on defense. I plan to have some builds break this standard though.
The result is fast-paced, risky combat. Carefully planned attacks have great results, and carefully planned defenses combat those results.

Pillagin' time!; The locales
Currently I have only made one build for this gamemode, that is mining skirmish.

Mining Skirmish
The bandits fight to capture a mine outside of town, the vigilantes have to stop them from capturing the point.
Features many destructible objects and plays well.

Bandit strategy: Hide in the caves and other areas, slowly flank and destroy the vigilantes one at a time.
Vigilante strategy: separate into 2 or 3 large groups, one defending the point, and the others flushing out the bandits.





Fastest shooter in the whole wide west!; The weapons
Two weapons are completed so far:
Western Shotgun
Blast away your foes!
Damage: medium-high
Reload: moderate-slow
Recoil: Heavy
Accuracy: Very accurate(when standing still only)
Purpose: Your standard weapon. Use this as often as possible as it will deal the most damage.

Western Revolver
Pick 'em off one at a time!
Damage: low
Reload: moderate
Ammo: 6 bullets
Reload type: all 6 bullets at once
Recoil: Light
Accuracy: Very accurate(when standing still, eventually heats up and becomes less accurate)
Purpose:When they're too far away for your shootgun.

Sandvich
Heal up, pardner!
Heals: 100 hp
Health type: temporary(about a 10 second "bliss" period, then it wears off 2 HP per second
Uses: 1
Purpose: Fight a little longer
Note: this is not my item, nor is the model, I added my own script onto it though. All credits to the original creators.




Server is up now. More updates a'coming.


32
Suggestions & Requests / Wrench option: portal
« on: June 07, 2009, 03:17:43 AM »
(Posters note: I believe the correct term is portal but I haven't dealt with this stuff in a while so I could be off)

I'd like a checkbox added to the wrench GUI for bricks, called "Portal"

When this is checked, nothing past this brick on the player's screen is rendered. (I.e. what's used in interiors and such to heighten FPS)

Also for cool effects.

33
Games / Age of Empires 2
« on: May 16, 2009, 02:31:31 PM »
I've recently had an urge to play this again, but I can't seem to find a way to play it online after the zone went down.

Any suggestions? Anyone wanna plang? loel?

34
Modification Help / WOB bot system
« on: April 22, 2009, 07:12:29 PM »
The topic of the bot system

My latest creation is pulled from my RPG and reworked-- my bot system.  It runs through events, uses a profile system, and is extremely effective.



Profiles
Profiles are currently pre-scripted, there will later be a mid-game creation and saving feature, and a way to take your profiles from server to server. The following section refers to the pre-scripted method which will be cleaned up for later release.

The profile determines everything about the bot type, so say we were to have an event spawn a bot of the type "jb_guard"
Code: [Select]
$Monster_istype["jb_guard"]=1;

$Monster_maxhp["jb_guard"]=225;//hp at which it dies


$Monster_weapon["jb_guard"]="krakenimage";//weapon it wields
$Monster_firewait["jb_guard"]=2;//ticks(250 ms) between shots

$Monster_comein["jb_guard"]=10;//battle mod: determines offset at which it moves and strafes around enemy
$Monster_hop["jb_guard"]="0 0 7";//hop velocity
$Monster_fleehp["jb_guard"]="200";//damage at which it flees
$Monster_maxtargetdist["jb_guard"]=6;//distance at which it detects an enemy player
$Monster_morealert["jb_guard"]=5;//added to its alert count

$Monster_nohop["jb_guard"]=0;//disable hopping?
$Monster_lurches["jb_guard"]=0;//enable lurching?
$Monster_lurche["jb_guard"]="1 1 1";//lurch velocity if used
$Monster_lurchechance["jb_guard"]=20;//20% chance of lurching

$Monster_scales["jb_guard"]=1;//will it be scaled?
$Monster_scale["jb_guard"]="0.8 0.8 0.8";//scale size

$Monster_faction["jb_guard"]="creep";//faction, determines alliance with player and other bots.

$Monster_respawn["jb_guard"]=1;//time before it can be spawned again.

$Monster_datablock["jb_guard"]="PlayerFastNoJetMissionArmor";//datablock it uses

$Monster_score["jb_guard"]=3;//score for killing

$Monster_afterticks["jb_guard"]=3;//advanced targeting system set at level 3

$Monster_head["jb_guard"]="headskin";//appearance stuff
$Monster_chest["jb_guard"]="chest";
$Monster_rhand["jb_guard"]="rhand";
$Monster_lhand["jb_guard"]="lhand";
$Monster_rshoe["jb_guard"]="rshoe";
$Monster_lshoe["jb_guard"]="lshoe";
WOB_monstersetcolor_head("jb_guard","30","37","31","35","36","36");//random color values
WOB_monstersetcolor_chest("jb_guard","30","30","300","30","30","30");
WOB_monstersetcolor_hands("jb_guard","30","37","31","35","36","36");
WOB_monstersetcolor_shoes("jb_guard","20","27","21","25","26","36");
Any bot spawned with that name will have those properties. This allows for mass creation of bots of the same type.

Detection
Bots search in a radius to detect players, the size of which is determined in the profile. When alert(upon finding a player or being shot at) its radius doubles in size until it calms down. If you are not moving or are behind a bot, it will have more trouble detecting you, making it possible to make like a spy and sneak by.

Paths
Bots can be moved along a path through events very easily using bricks as path nodes. Through complex events, you can handle paths for many bots and have them weigh their options. For example, I had a test build where bots would move along a path towards a player that was standing at one end of the build, kill the player, and return to the start.

Fighting
The bots are trained fighters, strafing effectively and hoping over obstacles. They aim extremely effectively and pose a challenge to players without bogging down a server.
The bots can handle almost any weapon (basically everything besides the spear) effectively and will also flee once they have been reduced to a certain hp specified by profile.

Unified minigame system
Bots automatically adapt to whatever minigame the person who has shot them or the person they have detected is in, allowing for you to spawn bots and simply start a minigame.

Optimization
On a low-player server, up to 30 bots can be active at once with little or no lag. This number may in fact go higher, but we have only tested it with 30 bots for the moment. On a medium-player server, 10-20 bots are your best bet, but 10-20 are all you need. Simply place a delayed deletion timer on the bots with events, and bots that aren't being used will be deleted, ready to respawn when needed again. Bots use a simplified detection search that is much more effective-- simply place the targeting event on any brick and when a player touches it, the player will be checked against the bots' detection radii that you specify. Pathfinding is handled by the eventer, who has access to events that allow for waypoint systems and preset obstacle hopping. The bots can't and won't go far on their own, but if you're willing to spend a small bit of time they will be as smart as bots who spam raycasts without spamming raycasts.

Factions
Bot faction determines who they fight and who they help. Using the WOB_setplayerfaction event you can modify which faction a player is in, allowing for 2-sided battles with bots, security drones, and other various things. Bot vs bot combat is still in the works Bots with no one to fight will wander about, but if you attack your own kind you will become wanted and your own faction will attack you.

Options for: RPGs
Use the bots as monsters, townsfolk, bosses, etc. Its what I do for mine and it works fine. You can link WOB_onmonsterdeath to the spawning brick in order to increase player EXP and such things. You can have townsfolk who wander about the town, and guards who will protect them from criminals who become wanted. Make factions and players will raid enemy towns. Add a jail to spend time in to reduce your wanted rating. Make soldiers and caravanners who follow paths along the world.

Options for: FPS ( co-op )
The bots were partially designed for this. You can set up ambushes, bricks that trigger hordes of bots, and the general monsters who wander aboot the lands.(yes, aboot)
Consider having one player control a bot spawner and the rest of the players under seige.

Options for: FPS (teams)
Use the bots as security drones, assistants in battle, or a third side to the battle that is against everyone. Use civilians as a neutral party that will reduce your pointage when killed. More options will open here when bot vs bot is done.

Options for: Town builds
Have bots stand in your shops and wander around your streets, make a lively city for screen shots and other presentations.

Options (other)
The options are near-limitless!





Alright, but how can I get involved now?
Glad I forced you to ask. Build the best co-op build you can, drawing inspiration from doom, serious sam, and L4D. Show a detailed lay out of the enemy's paths, spawns, and other various things related to the bots. My judges and I will pick the best builders to be accepted into the beta and sent a version with which to make their builds function and stress-test the bots.

The build should:
- Look good
- Have gameplay in mind
- Be well thought out

Post a gallery topic with [WOB-app] in its name, with screens and an overview of how you think you would set up the events.(i.e where will the bots come from, what triggers them, etc)

You should be able to host your own server so it does not get circulated further than the winner. If you can't, co-build it with someone who can. You also must pledge to not send the files to anyone, and it will help you immensely if you are someone I know and can trust.



Note: if you happen to be Miga you win automatically.



Questions? Comments? OMGKEWLIMAEKBILDNOWK?

35
Drama / Duke 838
« on: April 17, 2009, 05:20:48 PM »
Not only has he posted 7 times in a row, but he's multi-posted many many times.

Case in point:
http://forum.blockland.us/index.php?topic=64353.30


Modify button. Use it.

36
Suggestions & Requests / Brickcount in Playerlist
« on: April 10, 2009, 12:23:42 PM »
Simple suggestion that struck me today, what if it showed how many bricks the player has next to their name in the playerlist GUI?

37
Add-Ons / Energy Events
« on: April 10, 2009, 12:15:10 PM »
EnergyEvents
Addenergy and Setenergy

Description
Made on request for Somebody.

Addenergy- adds to your energy level
Setenergy- sets your energy to a specific amount

-Rkynick

Do not download this mod from any website besides RTB

Download
Event_Energy.zip (Last Updated: Fri Apr 10, 2009 9:14 am)

Installation
Put Event_Energy.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

38
Games / Epicmafia
« on: April 04, 2009, 03:13:25 AM »
Get rid of the mafia before the mafia gets rid of you.



This is an online game based off an old party game-- mafia(there is also a werewolf variant)
Its commonly played on forums but this is an automated system.

Basically:
Its a game of deception, you are given a role and you have certain powers and a specific way to win. The mafia have to stay unknown and kill off the townfolk, while the townfolk have to snuff out the mafia with the end-of-night voting rounds. The person who receives the majority of the votes is lynched. Third party roles have their own agenda, I.e the fool wins when he is lynched, so as a fool you need to convince the townsfolk that you should be lynched.

Its addicting.
http://www.epicmafia.com/

39
Modification Help / Particles not showing up.
« on: March 30, 2009, 01:30:21 PM »
Code: [Select]
datablock ParticleData(RrocketExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.8;
lifetimeMS           = 500;
lifetimeVarianceMS   = 10;
textureName          = "./exp1spark";
//textureName          = "base/data/particles/cloud";
spinSpeed = 0.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 0.5 0.2 0.9";
colors[1]     = "0.7 0.2 0.1 0.0";
sizes[0]      = 1;
sizes[1]      = 1;

useInvAlpha = false;
};
datablock ParticleEmitterData(RrocketExplosionRingEmitter)
{
lifeTimeMS = 200;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 20;
   velocityVariance = 6.0;
   ejectionOffset   = 0.1;
   thetaMin         = 120;
   thetaMax         = 180;//180
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   orientParticles = true;

   particles = "RrocketExplosionRingParticle";

uiName="Blockrace - RocketRing";
};


I have used this emitter in the past without issues but suddenly it seems to not work. I can select it in the brick menu but nothing is emitted. Any ideas?
(yes the particle is there)

40
Drama / Full trust askers are back.
« on: March 21, 2009, 01:24:16 PM »
Suddenly I started getting a lot more people who ask for full immediately when they join.

A chap named "Die" came on and said this after I ignored his first request:


He then continued to leave after I continued to ignore him, and everyone was sad because Die wasn't there anymore and-- wait, I don't even know who Die is, why would I care that he's gone?

I just don't know. Does this actually work on some people?


Also in this topic: people who lock a coding help topic and replace everything with "SOLVED" rather than posting the explanation and the solution for future use.

41
Modification Help / A note to modders
« on: March 16, 2009, 05:22:51 PM »
If you save files(i.e for save files for RPGs and such) they must be saved in a "default directory".

More testing will hopefully show up what these are, but apparently custom folders in config/server don't work, maybe a folder in add-ons will work.

Hopefully I can throw up a list or someone who has more knowledge of this can do it for me.

42
Gallery / It cleans over 25 loads!
« on: March 09, 2009, 09:54:39 PM »






That's right!


Special thanks: Slezak & Harm

43
Games / Oblivion
« on: March 09, 2009, 04:27:54 PM »
Finally got it(and the expansions) and was wondering a few things:

1) anything I should know before plang(installing now)
2) what mods should I get?

44
Games / EVE Online
« on: February 21, 2009, 11:43:33 PM »
I'm going to try the trial of EVE and if I like it, I might get a half-year subscription or something for my birthday.

ITT: discussion & things I should know.

45
Games / Onslaught(wiiware fps)
« on: February 14, 2009, 10:43:54 PM »
http://www.wiiware-world.com/reviews/2009/02/onslaught

Summary: A solid WiiWare FPS title with online co-op, 1000 points.

Ima be getting it and I will post/edit in more. Just came out yesterday.

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