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Wasteland Defence Community Wishlist


AgraveldTor

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I have been watching the Wasteland Defence forum for some time and i finally decided to have a go at changing things in it for the better.

Hence this post.

 

I'm asking the community what they would like to see changed, fixed, etc.

 

Stats?

Better Buildings?

Better Scripting?

More Areas in which to build?

Armor Change?

etc

etc

 

Just post here and i will see what i can do.

 

I would also like to extend an invitation for any to help me in this endevor.

 

Agraveld Tor

 

Note:-

 

If i receive a message from either the mod author or a moderator saying that i am

defying their terms, i will stop all work asap.

As i said, i have been watching the forum and no one has heard from the MA in a long time.

 

All original work will be credited to the MA and all praise should go to him.

Edited by AgraveldTor
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I agree, You need more than just 3 enemy's attacking your fort. What do you think bout adding creatures to the raiding partys?

 

Atm i am trying to optimize the scripts, focusing on the stationary sentrys but as i am a complete noob to scripting it may take a while.

If anyone with better knowladge of scripting can have a look at the scripts and let me know what could be altered to make them better,

i would be most greatful.

 

So far, i have altered the stats of the forts guard, added at least 3 more find Packages to the scavengers, i am working

on some new buildings and new types of guards.

 

I will get out what i can asap, but as for optimizing the scripts, that may take a while yet.

 

Agraveld Tor

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i dont mind trying to make new models, im not much of a texturer but modelling im starting to get into..

 

as for some things id like to see, id like to see some more basic things added to the buildings list:

 

-More stairs, building blocks, houses, fences, Safes, Beds, you know, things that are geared toward making an actual community or home then just a base to stand in. Similar to real time settler. But, well, better.

 

Enemys: Add some of the vanilla factions to the raid lists that are left out, and the ability to (if its implemented im not sure as ive not played this mod only watched it on Alchestbreach's youtube channel) make the enemy raids available depending on faction standings. So if your allied with Ncr they wont attack you etc etc.

 

Also add things to the enemy that can help the player outside of just running their base, so things like ingredients and misc things on the enemies more...anyhow thats all i got :/

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@xxcomrad3xx - If u wanna make new models, all i can say is go for gold.

 

As for adding more building components, as elderwinds scripting is complicated to say the least (ecspecially for me), I am in the process of reverse engineering his scripts to find his process.

same goes for adding more enemys.

 

Adding the ingredients is easy and have already done it. Scavengers only ever picked up armor, but i have added more ai packages so they will pick up everything on dead raiders.

 

For anyone who can, heres os a copy of the stationary guard script.

 

 

 

scn aaaSettlementStationaryGuardScript

SHORT	Button
SHORT	Active
REF		thismarker
SHORT	Timer
SHORT	recalled
SHORT	rearmed
SHORT	healed
SHORT	count
SHORT	doonce
FLOAT	dx
FLOAT	dy
FLOAT	dz
FLOAT	d2

begin onload

if isFormValid == 1 && doonce == 0
	
	if thismarker == 0 && aaaSettlementMainLogic.newguardmarker != 0
		Set thismarker to aaaSettlementMainLogic.newguardmarker
		Set aaaSettlementMainLogic.newguardmarker to 0
	endif
	
	Set doonce to 1
endif

end

begin onactivate

if getdead == 1
	if IsActionRef player == 0
		RemoveAllItems ScavengerTruckRef 0
		disable
		markfordelete
	else
		ShowMessage aaaSettlementBodyControl
		Set Active to 1
	endif
else
	Activate
endif

end

begin gamemode

if aaaSettlementFortRaid.healguards == 1 && healed == 0
ResetHealth
Set aaaSettlementFortRaid.recalltimer to 5
Set healed to 1
endif

if aaaSettlementFortRaid.rearmguards == 1 && rearmed == 0

if GetItemCount Ammo308 > 0
	Set count to GetItemCount Ammo308
	RemoveItem Ammo308 count
endif
if GetItemCount WeapSniperRifle > 0
	Set count to GetItemCount WeapSniperRifle
	RemoveItem WeapSniperRifle count
	AddItem WithAmmoSniperRifleLoot 1
endif

if GetItemCount Ammo5mm > 0
	Set count to GetItemCount Ammo5mm
	RemoveItem Ammo5mm count
endif
if GetItemCount WeapNVAssaultCarbine > 0
	Set count to GetItemCount WeapNVAssaultCarbine
	RemoveItem WeapNVAssaultCarbine count
	AddItem WithAmmoNVAssaultCarbineLoot 1
endif

AddItem LootGrenadeFrag10 1

Set aaaSettlementFortRaid.recalltimer to 5
Set rearmed to 1

endif

if healed == 1 && aaaSettlementFortRaid.recalltimer == 0
Set aaaSettlementFortRaid.healguards to 0
Set healed to 0
endif

if rearmed == 1 && aaaSettlementFortRaid.recalltimer == 0
Set aaaSettlementFortRaid.rearmguards to 0
Set rearmed to 0
endif

if aaaSettlementFortRaid.resetguards == 1 && recalled == 0
if isFormValid == 1 && thismarker.isFormValid == 1
	if thismarker
		thismarker.disable
		thismarker.markfordelete
	endif
endif
kill
disable
markfordelete
Set aaaSettlementFortRaid.recalltimer to 5
Set recalled to 1
endif

if Active == 1

Set Button to GetButtonPressed

if Button == 0 
	Activate
	Set Active to 0
elseif Button == 1
	disable
	markfordelete
	Set Active to 0
elseif Button == 2
	Set Active to 0
endif

endif

if getdead == 0

	if isFormValid == 1 && thismarker.isFormValid == 1 && thismarker

		set dx to getpos x
		set dx to dx - thismarker.getpos x
		set dy to getpos y
		set dy to dy - thismarker.getpos y
		set dz to getpos z
		set dz to dz - thismarker.getpos z
			
		set d2 to dx * dx + dy * dy + dz * dz
		

		if isFormValid == 1 && d2 > 4096 && (GetInSameCell player || Player.GetInSameCell WaterWellRef || Player.GetInSameCell RaidAlarmRef || Player.GetInSameCell PatrolMarkerARef || Player.GetInSameCell PatrolMarkerBRef || Player.GetInSameCell PatrolMarkerCRef || Player.GetInSameCell PatrolMarkerDRef)
			if thismarker.isFormValid == 1 && thismarker
				if getdead == 0 && isincombat == 0
					MoveTo thismarker
				endif
			endif
		endif

	endif

else

	if isFormValid == 1 && thismarker.isFormValid == 1
		if thismarker
			thismarker.disable
			thismarker.markfordelete
		endif
	endif

endif

end

begin onCombatEnd
if isFormValid == 1 && thismarker.isFormValid == 1
	if getdead == 0 && isincombat == 0 && thismarker
		MoveTo thismarker
	endif
endif
end

begin onDeath

if isFormValid == 1 && thismarker.isFormValid == 1
	if thismarker
		thismarker.disable
		thismarker.markfordelete
	endif
endif

Set aaaSettlementDaysCounter.citizencount to aaaSettlementDaysCounter.citizencount - 1
Set aaaSettlementDaysCounter.guardcount to aaaSettlementDaysCounter.guardcount - 1

if GetCauseOfDeath == -1
	if isFormValid == 1 && thismarker.isFormValid == 1
		if thismarker
			thismarker.disable
			thismarker.markfordelete
		endif
	endif
	disable
	markfordelete
endif

end

 

 

 

Agraveld Tor

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personally i think fixing the bugs should be the biggest priority. if you can make the mod stable it will increase the downloads and in turn increase the support. and then after its stable focus on enhancing the mod and giving it more depth

 

EDIT: a few of the bugs/problems i have noticed and others have mentioned

is the stationary guards first and foremost. then scavengers not looting everything, the enemies being too hard or too easy, and the patrols getting stuck or going through the walls

Edited by Reditude
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Hi all,

 

I don't know much about scripting, but the author mentions the older version of his stationary guards didn't cause a problem, but they paced around a little bit. Maybe you could compare this script to the latest one or modify it slightly to reduce the wandering?

 

Or, I tried to use buildable bots with this mod in order to supply me with the stationary guards, but theres a bug relating to the scavengers. But if i dont use scavengers then i have no problems at all. Maybe theres somthing in the scripting for the wait command in that mod that might help? It probably uses the same as the follower wait command, and after a while they do move a bit due to attacking enemys. Maybe a 'reset stationary guard positions' button would be possible?

 

In regards to new content, in order to add that settlement kind of feel, maybe adding a trough with spawnable brahmen like in realtime settler mod? Perhaps a bar where you could generate settlers to wander around randomly? These spawns could generate extra resources or somthing but cause a penalty if they die. I realise these ideas could cause many problems, but it might make defending a little more interesting.

I'd also like to suggest an increased radius for building things.

 

It is a great mod and I wish you all the best with improving it.

Edited by kunun
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What do you guys think about removing the AR guards and leaving the Snipers?

 

Just a thought, atleast till i can get a scripter onboard

 

 

I tend to rearm my guards anyway. Is there a difference in behaviour for the two or just thier starting equipment?

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