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-   -   JKA as strategy game.... (http://forums.filefront.com/sw-jk3-modding-mapping-editing/414669-jka-strategy-game.html)

jonima December 25th, 2009 03:41 PM

JKA as strategy game....
 
Today i have been playing half the day(not really!:rolleyes::rolleyes:), the map called stamp3...there where is a big mutated rancor....i trid to beat it, but ,with no point.....So, i spawned npcs to help me out.......Then, i had the idea, jka would be a nice strategy game......if without mouse movement, then normally with arrows...Here's what i have thought:

The player you have is the general of a squad(eg:hazardtrooper squad)
When you kill enemies you gain gold.....etc....
What i request are some buildings, where outside is a panel, and when you press it, it deducts some ,i dont know, money or gold or resources, enough to spawn a soldier....just like all strategy games.....and THAT would be good as an online game too,,,, but, first think of the Single player....
THANK YOU!!!!!!!!!!!:)

Authuran December 25th, 2009 04:22 PM

Re: JKA as strategy game....
 
Empire at War. Normally I'm not a person to say "Go play the game!!!" but an RTS can not be well on id Tech 3. Sorry.

eezstreet December 25th, 2009 04:38 PM

Re: JKA as strategy game....
 
Quote:

Originally Posted by jonima (Post 5178999)
Today i have been playing half the day(not really!:rolleyes::rolleyes:), the map called stamp3...there where is a big mutated rancor....i trid to beat it, but ,with no point.....So, i spawned npcs to help me out.......Then, i had the idea, jka would be a nice strategy game......if without mouse movement, then normally with arrows...Here's what i have thought:

The player you have is the general of a squad(eg:hazardtrooper squad)
When you kill enemies you gain gold.....etc....
What i request are some buildings, where outside is a panel, and when you press it, it deducts some ,i dont know, money or gold or resources, enough to spawn a soldier....just like all strategy games.....and THAT would be good as an online game too,,,, but, first think of the Single player....
THANK YOU!!!!!!!!!!!:)

If you actually read the objectives, it clearly says:
Conventional weapons are ineffective against the Rancor.

So don't try to kill the rancor using guns/force/lightsaber, it won't work. Use another method to kill the rancor. (Hint: Use a crate on a conveyor belt to crush the rancor, later on in the level)

Raz0r December 25th, 2009 05:52 PM

Re: JKA as strategy game....
 
Yeah...wanna spend 6 years learning programming in an attempt to totally ruin JA and effectively just create your own game no one will play?
Good luck, buddy.

Superfluous Curmudgeon December 25th, 2009 11:41 PM

Re: JKA as strategy game....
 
I'm not quite sure what you're saying. If you want a simple strategy game, there's always Empire at War and Star Wars: Galactic Battlegrounds (:( Got rid of that one, though it was a fairly good game.)

Inyri Forge December 26th, 2009 12:08 AM

Re: JKA as strategy game....
 
Quote:

Originally Posted by -Raz0r- (Post 5179103)
Yeah...wanna spend 6 years learning programming in an attempt to totally ruin JA and effectively just create your own game no one will play?
Good luck, buddy.

Troll moar.

As the others have said, it would be much easier to simply play one of the various other Star Wars games already made in this game type. Empire at War, Force Commander, Galactic Battlegrounds, perhaps even Battlefront. Most of these games run on similar specs as Jedi Academy, and are likely quite cheap at this point, so you'd have better luck playing a game designed as you like rather than trying to redesign a completely different game.

jonima December 26th, 2009 03:58 AM

Re: JKA as strategy game....
 
guys guys guys....didnt you see what i wrote?...The player you have is you general....you control him like the normal game.....what i request is.....a panel with a building.....that spawns clones etc......and pay for them,,,,,, thats alll

Revo1 December 26th, 2009 06:20 AM

Re: JKA as strategy game....
 
tip: when you open up a thread on filefront be prepared to have bad critics. Dont reject them accept thema and modify your original ideas. Dont be MAD he just gave his opinion like others saying that it isnt a good thing. Oh and whats the thing that this isnt about TFU who mentioned TFU here?

Pwned! December 26th, 2009 06:32 AM

Re: JKA as strategy game....
 
What he wants is that basically you could control npcs to run around you and attack enemies like a strategy game, and otherwise jka plays the same. It sounds fairly fun, but it is impossible, sorry. You could have npcs coded to follow you and attack enemies, but you won't control them.

The One and Only December 26th, 2009 08:32 AM

Re: JKA as strategy game....
 
The closest you can come is custom maps with scripted events. If you wanted you could attach these to a menu ui and give very basic orders, but it'd all be scripted and you'd have very little freedom in what you could achieve.

minilogoguy18 December 26th, 2009 08:40 AM

Re: JKA as strategy game....
 
^What Iny said, just get EAW but the expansion is a must IMO and mod that, it has quite the active modding community as does SW Battlefront series.

katanamaru December 26th, 2009 11:03 AM

Re: JKA as strategy game....
 
That's not really a bad idea. Please understand one important thing though: JA single player source code is not available.
Without that it would be impossible to do everything you mentioned. You could bind keys on the keyboard to spawn npcs to fight along side you though. So at the push of a button you could summon some friendly hazard troopers and such. If you're interested in that alternative just ask and I can tell you how or whip it up for you.

Pwned! December 26th, 2009 12:28 PM

Re: JKA as strategy game....
 
Oh yeah, I suddenly remembered what game has this: Overlord and Overlord 2 and Overlord on Wii. Maybe you should pick up one of those.

jonima December 26th, 2009 01:34 PM

Re: JKA as strategy game....
 
ok if someone can do it, then, do it, if you can.........................

eezstreet December 26th, 2009 02:08 PM

Re: JKA as strategy game....
 
Quote:

Originally Posted by jonima (Post 5179716)
ok if someone can do it, then, do it, if you can.........................

Can't, as stated before.

Pwned! December 26th, 2009 02:29 PM

Re: JKA as strategy game....
 
It is impossible, get that through your skull, I was simply talking about games I know that are like that.

Nozyspy December 26th, 2009 10:06 PM

Re: JKA as strategy game....
 
Keep it calm please guys. We dont want to have to delete any more posts.

As for the OP's idea, a strategy game would require a top down view (at least if you are thinking of an RTS style of gameplay). And to my knowledge such a thing would be either very difficult or near impossible to acomplish in JKA. As others have said as well, there is no way to control NPC's in an RTS style.

A good idea here mate, but i just dont think its possible with JKA's engine, sorry. :(

Ideas are good though, so keep em coming!. :)

The One and Only December 27th, 2009 06:05 AM

Re: JKA as strategy game....
 
I've just had a thought: it is possible to run basic ICARUS scripts via a .cfg file, which in turn can be triggered by a menu event, a button on the datapad for example. I could be wrong about this, but it might be possible to affect the behaviour states of particular NPCs in this manner. It wouldn't give you direct control over their movement, but if I'm right you could tell them to follow you, hold position, hold or open fire.

eezstreet December 27th, 2009 08:55 AM

Re: JKA as strategy game....
 
Quote:

Originally Posted by The One and Only (Post 5180104)
I've just had a thought: it is possible to run basic ICARUS scripts via a .cfg file, which in turn can be triggered by a menu event, a button on the datapad for example. I could be wrong about this, but it might be possible to affect the behaviour states of particular NPCs in this manner. It wouldn't give you direct control over their movement, but if I'm right you could tell them to follow you, hold position, hold or open fire.

ICARUS =/= menu stuff

The One and Only December 27th, 2009 09:21 AM

Re: JKA as strategy game....
 
I'm not quite sure what that's meant to mean, but if you're saying ICARUS scripting is not related to menus, I know that, but a script can be triggered from one.

Raz0r December 27th, 2009 02:50 PM

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...

eezstreet December 27th, 2009 03:02 PM

Re: JKA as strategy game....
 
Quote:

Originally Posted by -Raz0r- (Post 5180329)
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.

Authuran December 27th, 2009 05:18 PM

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.

katanamaru December 27th, 2009 06:24 PM

Re: JKA as strategy game....
 
Quote:

Originally Posted by jonima (Post 5179716)
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.

eezstreet December 27th, 2009 07:38 PM

Re: JKA as strategy game....
 
Quote:

Originally Posted by Authuran (Post 5180441)
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)

General Jaxun December 27th, 2009 08:33 PM

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.

Raz0r December 27th, 2009 08:55 PM

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.

Authuran December 27th, 2009 08:57 PM

Re: JKA as strategy game....
 
"NPC walk here. NPC fire at enemies."

How is that so hard?

General Jaxun December 27th, 2009 09:34 PM

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.

Pande December 27th, 2009 09:38 PM

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. :)

General Jaxun December 27th, 2009 10:01 PM

Re: JKA as strategy game....
 
Hm? I've never really gotten into Half Life modding.

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

Authuran December 27th, 2009 10:10 PM

Re: JKA as strategy game....
 
Quote:

Originally Posted by General Jaxun (Post 5180844)
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... :curse:

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.

General Jaxun December 27th, 2009 10:15 PM

Re: JKA as strategy game....
 
I didn't understand the whole... SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT nct thingy.

Authuran December 27th, 2009 10:22 PM

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.

Raz0r December 27th, 2009 11:32 PM

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.

eezstreet December 28th, 2009 09:23 AM

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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