Author Topic: Ambush mod 3.0  (Read 141474 times)

rotacak

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Ambush mod 3.0
« on: August 17, 2008, 04:07:20 am »
Download QVM (676 KB)
Alternate QVM download (180 KB)
Download example map Ambush (332 KB)
Download ambush3.0.patch (11 KB, diff from Lakitu7's 5.4)

New in 3.0:
- based on new Lakitu7 source QVM 5.4
- automaticaly resets g_ambush to 0 and alien ff to 1 while map change, timelimit, map vote etc. Default.cfg is not needed anymore.
- added g_ambush_range for aliens radar range
- fixed g_ambush_kill_spawns - not affect non-ambush game anymore

New in 2.0:
- human bots allowed
- jetpack is not allowed only in ambush mod
- more understable g_ variables
- not counting kills to next wave in rebuild time (if is g_ambush_stage_suicide 0)
- one new wave - grangers
- g_ambush_kill_spawns
- g_ambush_att_buildables
- aliens can shoot (grangers and adv dragons)

Description?
Humans are attacked by aliens in waves.

First wave = adv grangers :granger:.
Second wave = dretchs :dretch:.
Third wave = basilisks :basilisk:.
etc.

Last wave is full of tyrants and if you kill enough of them, then aliens eggs will blown up and after you kill rest of tyrants, humans will win and finish time will be displayed.
It starts at attack stage 1 and ends with attack stage 9.

Aliens can attack players and buildings. Aliens can jump, taunt, wallwalk, shoot barbs, teamkill etc. After humans wins, then time record appear. But they must win in regular way - not by killing enemy spawns.

For sucess is needed absolutedly different tactic than normal game.

Humans?
Is possible buy and use everything from normal game but no jetpack.

Aliens?
Is possible also help aliens, but admins must judge if this will be allowed.

Different maps?
Is possible run this mod on any map, but then you have expect that aliens will stuck on many places.

Server?
This mod should be able handle standard tremulous game like with Lakitu7's QVM 5.4 (plus you can use Amine Trembot commands) and Ambush mod only on selected map. If you want run Ambush mod only on map Ambush, create this dir:
base/mapconfigs/
And copy there ambush.cfg file (you can edit it). Then you can play all maps like before, but only ambush map will activate ambush mod. BTW, this file adding 10 bots.

Setup?
If you want max 30 bots, then add or change in server.cfg:
set sv_privateClients 30

If you want use eggs on ceiling, don't forget turn on g_antiSpawnBlock (for example in ambush.cfg: set g_antiSpawnBlock 200), otherwise tyrants will stuck after they spawn.

Settings? (from mapconfigs)
Code: [Select]
g_ambush 1                (ambush mod 1 = on, 0 = off)
g_ambush_granger_s1 20    (number of granger kills to stage 2.)
g_ambush_dretch_s2 20     (number of dretch kills to stage 3.)
g_ambush_basilisk_s3 20   (number of basilisk kills to stage 4.)
g_ambush_basilisk2_s4 20  (number of adv basilisk kills to stage 5.)
g_ambush_marauder_s5 20   (number of marauder kills to stage 6.)
g_ambush_marauder2_s6 20  (number of adv marauder kills to stage 7.)
g_ambush_dragon_s7 20     (number of dragon kills to stage 8.)
g_ambush_dragon2_s8 20    (number of adv dragon kills to stage 9.)
g_ambush_tyrants_to_win   (number of tyrant kills to "NO EGGS" message.)
g_ambush_dodge 50         (how much aliens dodging left and right)
g_ambush_dodge_random 10  (how big random number will be added to dodge)
g_ambush_rebuild_time 60  (between waves can be pause for rebuild base, when aliens not attacking. In seconds.)
g_ambush_sec_to_start 40  (warmup for aliens)
g_ambush_stage_suicide 0  (when you got new stage, all remaining aliens immediately die. 1 = on (easy), 0 = off (hard).)
g_ambush_no_egg_ffoff 1   (when your server using friendly fire, then will be turned off for aliens in last stage with no eggs. Otherwise rest of tyrants will kill each other and for humans remain only last one. After humans win, friendly fire wil be restored. If you play alone or only few players, I recommend set it to 0 and leave friendly fire on, because othervise tyrants probably kill you and without credits can't win or kill tyrant. 1 = on (hard), 0 = off (easy).)
g_ambush_kill_spawns 0    (if you leave it to 0, then humans can't destroy eggs and they must finish game with tyrants together)
g_ambush_att_buildables 0 (0 mean aliens attacking only players. 1 mean aliens attacking players and their buildables. 1 = [b]THIS IS MADNESS:[/b] http://www.youtube.com/watch?v=O-KszbB5-ss , 0 = easy.)
g_ambush_range 10000      (how far can aliens see. For example 300 is turret range)

TODO?
- g_ambush_radar 1/0 (aliens attacking trough walls or only enemies what are in line of sight)
- aliens should allways chase nearest enemy, not only select nearest enemy when they spawn.
- make more maps
- make server

My experience?
Fun. And if you set g_ambush_att_buildables to 1 - then you will be happy when you survive first wave - Granger attack. And if you succesfuly finish this game then you must be really spartan. For this settings is probably better new layout, something like fortress :-)

Ambush mod using:
- Amine Trembot
- Lakitu7 v5.4

If you want copile it, then download svn revision 966, apply Lakitu7 5.4 patch and then ambush3.0 patch.

(sorry for my english)
« Last Edit: August 27, 2010, 11:09:09 pm by rotacak »

Bomb

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Re: Ambush mod 1.0
« Reply #1 on: August 17, 2008, 04:09:10 am »
Good work! It's a very novel idea.

rotacak

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Re: Ambush mod 1.0
« Reply #2 on: August 17, 2008, 04:20:17 am »
Thank you.

Undeference

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Re: Ambush mod 1.0
« Reply #3 on: August 17, 2008, 05:11:51 am »
Source
I don't know how to make patch, if someone need source, tell me how to and I will upload patch.
...using the command
Code: [Select]
svn diffor
Code: [Select]
diff -pNru original modified
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

Bomb

  • Guest
Re: Ambush mod 1.0
« Reply #4 on: August 17, 2008, 05:25:39 am »
svn diff > patchname.patch should do the trick. Remember to cd to the source directory before running the command.

rotacak

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Re: Ambush mod 1.0
« Reply #5 on: August 17, 2008, 07:19:52 pm »
Thanx, patch is avaiable for download. But size of patch is very big, don't know why is there deleted many code and then again added when I not touched that parts.

Undeference

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Re: Ambush mod 1.0
« Reply #6 on: August 17, 2008, 11:29:54 pm »
Thanx, patch is avaiable for download. But size of patch is very big, don't know why is there deleted many code and then again added when I not touched that parts.
Much of the noise is from your editor changing \n to \r\n as many Windows editors are wont to do. (Make sure you have your editor configured properly!)
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

MartinX3

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Re: Ambush mod 1.0
« Reply #7 on: August 18, 2008, 09:31:22 am »
Hmm.
It's like the Tower Defense Mod without the Towers.

rotacak

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Re: Ambush mod 1.0
« Reply #8 on: August 18, 2008, 10:56:38 pm »
Few screenshots from game (one human against 30 bots, finish time 29:57, suicides off):

Begining:


Many marauders:


This situation was not good:
« Last Edit: August 18, 2008, 11:40:03 pm by rotacak »

Bomb

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Re: Ambush mod 1.0
« Reply #9 on: August 19, 2008, 03:49:26 am »
Tyrant spam! :D

Snake

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Re: Ambush mod 1.0
« Reply #10 on: August 20, 2008, 05:04:49 am »
Well, i've found some bugs, like a "ciege" place for the bots, actually i've recorded the whole gamep lay, review the demo and check the bugs :)

http://www.mediafire.com/download.php?aog5ebccgui
.

Evandro

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Re: Ambush mod 1.0
« Reply #11 on: August 20, 2008, 03:13:49 pm »
Hello, congratulations on project. I set a server using the ambush mod and loved, is thrilling see a swarm of aliens come and attack you deconando its base is even unintentionally. The only thing I did not understand that after created the server using the ambush as I enter in my own server get my playing ping is above 200 .. 250 independent of the numbers of players that is on my server and bots that put, thing that I believe that not get done wrong because the other servers that usually mount my ping is virtually 0. Recalling that not more executo any programme when the game in this application. It is that AI doubt. Thank you and once again congratulations.
« Last Edit: August 20, 2008, 03:38:19 pm by Evandro »

Evandro

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Re: Ambush mod 1.0
« Reply #12 on: August 20, 2008, 06:54:23 pm »
Hello, when I will add bots in human time in console get a message saying that eh not possible in human adicinar bot mod ambush is anyway? But if I use the command putteam move with a bot alien to the human time. What if I put eggs in the ceiling that aliens already developed for tyrant when they are born prisoners in egg hung by the head and end up dying. Sorry for my English.

 

rotacak

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Re: Ambush mod 1.0
« Reply #13 on: August 20, 2008, 08:18:36 pm »
Well, i've found some bugs, like a "ciege" place for the bots, actually i've recorded the whole gamep lay, review the demo and check the bugs :)

http://www.mediafire.com/download.php?aog5ebccgui

I can't reproduce this. Aliens not camp on spawn like in your video. They only attacking players what are alive. I tried it and I was always killed.

rotacak

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Re: Ambush mod 1.0
« Reply #14 on: August 20, 2008, 09:06:23 pm »
Evandro:
When I create local server only for me, and add about 20 bots, then it's all ok. But 25 or 30 bots cause that I laging. Dunno why, maybe I have slow computer.
But you said that high ping not depend on number of players. Even with you alone and one bot?

Adding human bots in common way will be allowed in next version.

What if I put eggs in the ceiling that aliens already developed for tyrant when they are born prisoners in egg hung by the head and end up dying.
You have right, I tried it and tyrant stuck there, but if you have "set g_antiSpawnBlock 200" then tyrant is kicked from ceiling in random direction after while - it's very funny :-D But without g_antiSpawnBlock it is bad bug. I add this information in topic.

Evandro

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Re: Ambush mod 1.0
« Reply #15 on: August 20, 2008, 10:04:59 pm »
I added 10 bots and played my ping of human increased after I spoke as a test I went to the team along with the aliens bots my ping returned to normal 0. But all of this increase and my ping did not change anything in the performance of the game and not the other players who came in my server was so a doubt. It would be cool if he had put such kind of strength in the field of bots when they arrived near a wall or a barrier that was in the path of bots did they deviate, I believe that this should be complex to do.

Snake

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Re: Ambush mod 1.0
« Reply #16 on: August 20, 2008, 11:17:26 pm »
then i haxed the demo <.<

if i did it is possible
.

Evandro

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Re: Ambush mod 1.0
« Reply #17 on: August 21, 2008, 12:36:25 am »
In relationship to become tyrants arrested in egg that the ceiling when they are born I will make a screenshot of this fact and then put the image here. Thank you for atençao.

cactusfrog

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Re: Ambush mod 1.0
« Reply #18 on: August 21, 2008, 05:12:30 am »
is there any sever running your mod?

Snake

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Re: Ambush mod 1.0
« Reply #19 on: August 21, 2008, 12:03:24 pm »
I'm doing it, just for test, but only sometimes.

PS: granger wave is cute
.

Evandro

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Re: Ambush mod 1.0
« Reply #20 on: August 21, 2008, 01:37:06 pm »
I saw so two servers running this mod, one is my own. I wanted to have entered in another but my ping not allowed I should be far from the server and so can come on my server who has ping below a 250 because I determined that. My server is in Brazil.

Colynn'

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Re: Ambush mod 1.0
« Reply #21 on: August 22, 2008, 01:27:01 am »
Hello.
This new mod is very funny! It's a new challenge, it look likes very different of the typical FFA.
But, your server is so laggy (I turn @ 220 pings, and sometimes I freeze).
Currently working on: REAL LIFE STUDIES BULLSHIT

Plague Bringer

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Re: Ambush mod 1.0
« Reply #22 on: August 22, 2008, 04:17:44 am »
Hey, Rotacak, I was wondering how the bots find their targets. Is it visual? If one bot can see a human, then they all can, and they move towards it, or do they automatically know where humans are, regardless of how many walls they're behind?
U R A Q T

rotacak

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Re: Ambush mod 1.0
« Reply #23 on: August 22, 2008, 11:15:44 am »
Hey, Rotacak, I was wondering how the bots find their targets. Is it visual? If one bot can see a human, then they all can, and they move towards it, or do they automatically know where humans are, regardless of how many walls they're behind?

It using Amine's Trembot and if I remember correctly, then aliens not need to see enemy (they using radar and I raised radar range). Only human bots need it.
« Last Edit: August 22, 2008, 11:19:33 am by rotacak »

rotacak

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Re: Ambush mod 1.0
« Reply #24 on: August 22, 2008, 11:22:50 am »
Evandro: if you have high ping, try turn on g_unlagged 1 for better playing. You can also try decrease sv_privateClients and sv_maxclients and see if it help.

rotacak

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Re: Ambush mod 1.0
« Reply #25 on: August 23, 2008, 12:02:13 am »
Evandro: I know it. I tryed it. Try set "g_antiSpawnBlock 200". It should help.

Evandro

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Re: Ambush mod 1.0
« Reply #26 on: August 23, 2008, 01:56:39 am »
I had to put 400 and solved the problem. Thank you for help.

Sentinel

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Re: Ambush mod 1.0
« Reply #27 on: August 25, 2008, 10:43:42 pm »
Hi Rotacak :>

You mod is great, but a bit unstable, i cant have running server longer than 30 minuts, because:




I have TremX Unlimited server and there no problems :>

Paradox

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Re: Ambush mod 1.0
« Reply #28 on: August 26, 2008, 02:32:48 am »
Sounds fun.

Could call it TremOmetryWars.

∧OMG ENTROPY∧

rotacak

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Re: Ambush mod 1.0
« Reply #29 on: August 26, 2008, 12:40:06 pm »
Hi Rotacak :>

You mod is great, but a bit unstable, i cant have running server longer than 30 minuts, because:
---
I have TremX Unlimited server and there no problems :>
You used qvm or patch?