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SW:JK3 Modding, Mapping and Editing
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Old December 27th, 2009   #21
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Default Re: JKA as strategy game....

For MP: Disregarding the top-down view (Which would require heavy programming and hacking to completely override JA's renderer, trace through every single renderer call, write your own renderer, restructure the render calls, etc)...You'd need to write your own AI (Sounds simple, huh? Nope..), either attempt to patch all of ICARUS (Which was slaughtered for MP) or implement another scripting language and hook that into JA, rewrite the SP missions and glue them together with your preferred scripting language, rip out all the unneeded stuff from the MP content you've so gladly hijacked (read: hack and rewrite the networking model), etc..

For SP: No.

Dig it? I mean, unless anyone else has some bright ideas...

Last edited by Raz0r; December 27th, 2009 at 02:50 PM.
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Old December 27th, 2009   #22
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Default Re: JKA as strategy game....

Quote:
Originally Posted by -Raz0r- View Post
For MP: Disregarding the top-down view (Which would require heavy programming and hacking to completely override JA's renderer, trace through every single renderer call, write your own renderer, restructure the render calls, etc)...You'd need to write your own AI (Sounds simple, huh? Nope..), either attempt to patch all of ICARUS (Which was slaughtered for MP) or implement another scripting language and hook that into JA, rewrite the SP missions and glue them together with your preferred scripting language, rip out all the unneeded stuff from the MP content you've so gladly hijacked (read: hack and rewrite the networking model), etc..

For SP: No.

Dig it? I mean, unless anyone else has some bright ideas...
You're neglecting to mention that you would also have to reprogram the way the game handles players, which (at this level of difficulty) you might as well toss out the window.


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Old December 27th, 2009   #23
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Default Re: JKA as strategy game....

Multiplayer: Paying money at a console and buying NPCs can and is easily done through Lugormod. Download and give it a try. For controlling them, I don't have any idea how to do that. Don't give up hope, though. I'm not a coder.

How I think it would work though is, you have a group of NPCs just standing around eachother. You tell them go to 'Here' which could be anywhere, while the game reads it as go to coordinates. And they would walk or run over to the specified coordinates.

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Old December 27th, 2009   #24
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Default Re: JKA as strategy game....

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Originally Posted by jonima View Post
ok if someone can do it, then, do it, if you can.........................
I believe he was talking to me. I offered to make him some friendly npc's and tell him how to make binds for them. I'll whip something up for him (jonima) tomorrow after I get done with some stuff.
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Old December 27th, 2009   #25
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Default Re: JKA as strategy game....

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Originally Posted by Authuran View Post
Multiplayer: Paying money at a console and buying NPCs can and is easily done through Lugormod. Download and give it a try. For controlling them, I don't have any idea how to do that. Don't give up hope, though. I'm not a coder.

How I think it would work though is, you have a group of NPCs just standing around eachother. You tell them go to 'Here' which could be anywhere, while the game reads it as go to coordinates. And they would walk or run over to the specified coordinates.
Hmmm.
One -could- program a mod like what you mention, but there would be issues with this (such as advanced paths. if the user places a spot for an NPC to "go" to, either the game asplodes or the NPC has a hard time getting there. Probably the latter but I wouldn't put it past JKA to do something like that)


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Old December 27th, 2009   #26
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Default Re: JKA as strategy game....

Well, here's an idea. What if someone overhauled some random gun, say the DEMP-2, because NOBODY uses that thing, and made it a command gun? No, NOT the Hapan gun of command...

Something that you shoot, and wherever thse shot lands, the NPCs go. If you shoot SOMEBODY with it, maybe being the ALT fire button, they will attack that thingamajig, but that could be pulled off if the attacked object/person WAS an NPC.

Look. If you do this with a gun, then it's totally plausible, and while I know absolutely nothing of coding, something tells me that this can be done, somehow.

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Old December 27th, 2009   #27
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Default Re: JKA as strategy game....

Not in SP. No way.

As for MP, good luck rewriting the AI to do that. Really.
Even if that were done, that would hardly live up to RTS gameplay.
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Old December 27th, 2009   #28
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Default Re: JKA as strategy game....

"NPC walk here. NPC fire at enemies."

How is that so hard?

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Old December 27th, 2009   #29
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Default Re: JKA as strategy game....

That's exactly what I'm thinking. Your gun could fire a scripted event thingamajiggy.

Say... Apply some of the Aggressive AI coding to the alt fire, or the movement AI to the standard.

"Click-at-destination"
AI runs to clicked destination, even if blocked, will attempt to get there.

"Click-at-enemy"
AI attacks object/enemy until killed.

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Old December 27th, 2009   #30
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Default Re: JKA as strategy game....

"Something that you shoot, and wherever thse shot lands, the NPCs go. If you shoot SOMEBODY with it, maybe being the ALT fire button, they will attack that thingamajig, but that could be pulled off if the attacked object/person WAS an NPC." lol, a lil halflife here, no biggie.
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