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SW:JK3 Modding, Mapping and Editing
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Old December 27th, 2009   #31
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Default Re: JKA as strategy game....

Hm? I've never really gotten into Half Life modding.

Half Life 2, and chapter 2... Sucked.

Applejack, why do you have to be so awesome?
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Old December 27th, 2009   #32
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Default Re: JKA as strategy game....

Quote:
Originally Posted by General Jaxun View Post
Hm? I've never really gotten into Half Life modding.

Half Life 2, and chapter 2... Sucked.

SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT nct

Give me the game, I'll do some "modding" for ya...

All in good sport, of course.

Anyways, here's my more "detailed" idea. You're in spectator mode. There is a group of NPCs. You place a 'Go-to' entity.... somewhere. The game tells the NPCs to run over to where the coordinates of the entity are. How they would get there, following a path or something, is beyond me. It doesn't really matter though. The point is that they run over to the coordinates where the entity is placed.

It could work serverside. If I'm not mistaken Lugormod can do something like this already.

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Old December 27th, 2009   #33
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Default Re: JKA as strategy game....

I didn't understand the whole... SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT nct thingy.

Applejack, why do you have to be so awesome?
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Old December 27th, 2009   #34
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Default Re: JKA as strategy game....

SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT nct

The cursing part as in Half Life 2 is awesome and the nct part so it appears to be caps.

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Old December 27th, 2009   #35
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Default Re: JKA as strategy game....

Guys...I don't think you understand the complexities of coding and what I mean.
It sounds simple, but it's not. Try learning coding, then say "How is that so hard?" =\

And yeah, the NPC AI is entirely serverside.
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Old December 28th, 2009   #36
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Default Re: JKA as strategy game....

I think the only person who has attempted anything like this is RoboPhred (he made NPCs controllable in Lugormod T2, but dropped the feature)


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