Commander Scripted Tutorial

RisingSunRisingSun RisingCalifornia Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
edited March 2012 in Modding
<div class="IPBDescription">How hard would it be?</div>I have 0 programming experience. So if i created a series of scripted events for a commander would it be possible to make these scenarios where a player in a commander role would have to respond to set challenges i put forth?

Say the commander sees a marine go from one RT (just built) to another. There will be a skulk who will bite the marine 1/3 of the way. You have until 2/3 of the way to drop med packs to heal him before the next skulk pounces. Without meds the marine would be dead.

Other scenarios would be following a marine down another scripted path that requires you to scan and use your tech bubble on the marine to get it to survive. Marine would have a scripted kill order forcing you to not only reveal all skulks with a scan but shield him/med.

I just want to know if it is possible to code with the current game as is. I can think up the clever situations that requires the critical thinking for the programmer. I just need it created =) Starting out easy and running the person through each skill then problems more puzzle like that make them think outside the box and also getting them to use hot keys. Just an idea to get people better at comming without ruining games for 23 other people lol =)

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    With the open nature of most of the gamecode being in lua, I'd say its likely that this is possible. However, it would run into the same issues that any NS2 mod currently, such as
    1. Each new build may break it (requiring further work to fix)
    2. Comm gameplay elements are likely to change that may make a scripted scene worthless or outdated
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    Good point. Working up my scripted event would be easier to change than code. Ill hold my breath a bit then =) thank you.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1911031:date=Mar 7 2012, 11:13 AM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Mar 7 2012, 11:13 AM) <a href="index.php?act=findpost&pid=1911031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good point. Working up my scripted event would be easier to change than code. Ill hold my breath a bit then =) thank you.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Though, you could start writing up detailed scripts describing the actions in a step-by-step manner. I know quite a few NS2 community members have been talking about making some solid tutorials before the v1.0 release. Having a pre-written series of scripted events would be helpful once NS2 becomes feature-locked and the builds don't break mods as much.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    This is a fantastic idea for helping new players learn the role of a commander! Love it!
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    I guess you could use something similar to the bot code to do this.
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited March 2012
    <!--quoteo(post=1911237:date=Mar 8 2012, 09:45 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Mar 8 2012, 09:45 AM) <a href="index.php?act=findpost&pid=1911237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess you could use something similar to the bot code to do this.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is what i am thinking. Something more puzzle like, which the use of bots would be great. For example: Goal is to get one marine from one RT to the next. You are given set tools like Med pack, shield, and scan. Only a limited number of each so you must use everyone one to the max. Scan for your marine to see the skulk and kill it. Med to heal from the inevitable skulk attack. Shield for the 3 skulk attack. Basically there will be little to actually being like the game but if you learn to play with such limited resources when you get Pres in game, you would be like "Holy crap i can Med for DAYS!". But that is my goal anyway.

    Oh oh oh, and you have a set amount of res to build only a couple building/upgrades. You have to figure out what is the best combo. This can get you used to what + armor or + weapons really does for your troops. Not only shotguns, motion tracking, AA, and all those options. Biggest problem i have as a starting commander is what to drop first. Luckily i have read armor 2 by the time fades come out. THAT is helpful. Plus the advanced course can add specific situations that comms have to deal with which might be well known to a vet comm but not apparent to a new comm. Say beaconing your men after a PG has gone up for a full on hive assault or good spots for semi bases where your marines can use an armory to spam grenades and things like that.

    I am so jazzed about this i will start to construct one now and go post is under my first thread. I will structure it like 1-1 and so on and let it evolve from a open source point of view so others can help and steal as they see fit. We are getting close to release and i think it's time we show UWE what an awesome community we have and get that tutorial element we all know we must have for this game to be huge!
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    Anyone know the Commander commands they can give ground troops off hand? I want to avoid jumping in a game to comm for 5 seconds then leaving.

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