AgraveldTor Posted July 22, 2012 Share Posted July 22, 2012 (edited) 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?etcetc 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 July 23, 2012 by AgraveldTor Link to comment Share on other sites More sharing options...
FNVGeek2012 Posted July 24, 2012 Share Posted July 24, 2012 yea i think it would be better if there was more buildings to constuct and more enemies to kill as it gets boring just having the same buildings to make and same enemies to kill. hey maybe even add a few quests to upgrade your fort more? Link to comment Share on other sites More sharing options...
AgraveldTor Posted July 24, 2012 Author Share Posted July 24, 2012 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 Link to comment Share on other sites More sharing options...
xxcomrad3xx Posted July 25, 2012 Share Posted July 25, 2012 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 :/ Link to comment Share on other sites More sharing options...
AgraveldTor Posted July 26, 2012 Author Share Posted July 26, 2012 @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 Link to comment Share on other sites More sharing options...
Reditude Posted July 27, 2012 Share Posted July 27, 2012 (edited) 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 mentionedis 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 July 27, 2012 by Reditude Link to comment Share on other sites More sharing options...
kunun Posted July 27, 2012 Share Posted July 27, 2012 (edited) 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 July 27, 2012 by kunun Link to comment Share on other sites More sharing options...
AgraveldTor Posted July 27, 2012 Author Share Posted July 27, 2012 (edited) 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 Edited July 27, 2012 by AgraveldTor Link to comment Share on other sites More sharing options...
kunun Posted July 27, 2012 Share Posted July 27, 2012 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? Link to comment Share on other sites More sharing options...
AgraveldTor Posted July 27, 2012 Author Share Posted July 27, 2012 Starting equiptment is different.They both run of the same Stationary Guard Script.Both have separate Base Effects linked to the above script. ( i will double cheack that last statment) Link to comment Share on other sites More sharing options...
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