Post by AncientxFreako on Oct 13, 2018 20:56:02 GMT
This will be a daily, (or, each day I actually do some work on the mod) log for working on the mod. I intend for this to be a conceptual "how to" eventually for modding mech 3, so I will include as much detail as I can along the way that will help others understand how the game works. Some day in the near future I will explain how to access certain files in the game for everyone to be able to mod it, but that day has not yet come. In the meantime this will serve as the best primer you can get and will hopefully help others to avoid the learning curve that I had to overcome during the last 18 or so years.
10/13/18~fixed training mission 3 which was affected by mod changes: AC2, being expected in player bushwacker had been nullified by the change to the AC2 and mission was rendered unplayable; Changed AC2 to UltraAC2 on the bushwacker training variant, as well as in training mission objective scripts. Will include this fix in a future version of the mod.
~Added weapons to player bushwacker in training mission 4; changed "instructor" variant to Primary in training mission 3 and 4; Added second enemy tank to mission 4.
10/14/18
~added firefly and apc to enemies in training mission 4, as well as gave them and the other enemies better AI; Total enemies so far: 2 apc's, 2 bulldogs, 2 mechs. (owens, firefly)
the firefly used its tag laser and called in an airstrike! LOL. Matilla was lucky to be alive.
~added Orion primary which comes alive when all enemies are killed; Changed firefly variant to non-TAG carrying. Added new objectives (defeat Orion); Added new sound file to scenario(mfb dude saying "incoming" basically)
~changed m4 lancemate voice to Epona; Thinking about a whole "training base is under attack, all recruits to your mechs" scenario.
10/19/18
~added 5 clan mechs preliminary script to Orion scenario-net 4
~added 2 lancemates parked in training mech garage; planning another "instructor" and "commandant", "lancemate off" with net_04 coming in from the west; all characters will use "circle-fight" so they can stray from net; "lancemate off" is a script command which allows for allied AI characters to act independently of lancemate commands. Net_04 is the enemy AI net file, which can also be used by allies.
10/22,23,24/18
~progress on 5 clan mech scripts; added "Commandant" and "Instructor 2" with some script progress; These allies share the same net file as enemies since path would be the same and "circle-fight" is implemented.
For readers who don't know, "net" files are basically a file full of coordinate points set as nodes for AI characters to follow as a basic plan of travel along the world map. Valves, which are triggers for events, and other commands can be added to a character's script that helps them stray from the path, and the scenario usually allows for a lot of randomness in gameplay.
~planning on recruiting someone for voice acting for the new characters in this scenario. Once .wav files are done, the valves can be added that will use the .wav files to trigger these "sleeping" AI characters. I.E...the enemies and allies will be sitting "deactivated" somewhere far off and not visible to the player on the map; When the wav file comes up (which needs its own trigger btw) the dialogue will be something like, "Alert! Alert! This is the commandant...All students and mechwarriors man your battlemechs! This is not a drill...a star of Clan mechwarriors has been scanned by our detection grid and is approaching from the south; All students are instructed to man their battlemechs and take up a position to the rear while faculty mechwarriors prepare to defend!" So, when this is played the enemy characters will have already been activated by the death of the first Orion and on their way along with the 2 allies and 2 extra lancemates (who are also students).
10/13/18~fixed training mission 3 which was affected by mod changes: AC2, being expected in player bushwacker had been nullified by the change to the AC2 and mission was rendered unplayable; Changed AC2 to UltraAC2 on the bushwacker training variant, as well as in training mission objective scripts. Will include this fix in a future version of the mod.
~Added weapons to player bushwacker in training mission 4; changed "instructor" variant to Primary in training mission 3 and 4; Added second enemy tank to mission 4.
10/14/18
~added firefly and apc to enemies in training mission 4, as well as gave them and the other enemies better AI; Total enemies so far: 2 apc's, 2 bulldogs, 2 mechs. (owens, firefly)
the firefly used its tag laser and called in an airstrike! LOL. Matilla was lucky to be alive.
~added Orion primary which comes alive when all enemies are killed; Changed firefly variant to non-TAG carrying. Added new objectives (defeat Orion); Added new sound file to scenario(mfb dude saying "incoming" basically)
~changed m4 lancemate voice to Epona; Thinking about a whole "training base is under attack, all recruits to your mechs" scenario.
10/19/18
~added 5 clan mechs preliminary script to Orion scenario-net 4
~added 2 lancemates parked in training mech garage; planning another "instructor" and "commandant", "lancemate off" with net_04 coming in from the west; all characters will use "circle-fight" so they can stray from net; "lancemate off" is a script command which allows for allied AI characters to act independently of lancemate commands. Net_04 is the enemy AI net file, which can also be used by allies.
10/22,23,24/18
~progress on 5 clan mech scripts; added "Commandant" and "Instructor 2" with some script progress; These allies share the same net file as enemies since path would be the same and "circle-fight" is implemented.
For readers who don't know, "net" files are basically a file full of coordinate points set as nodes for AI characters to follow as a basic plan of travel along the world map. Valves, which are triggers for events, and other commands can be added to a character's script that helps them stray from the path, and the scenario usually allows for a lot of randomness in gameplay.
~planning on recruiting someone for voice acting for the new characters in this scenario. Once .wav files are done, the valves can be added that will use the .wav files to trigger these "sleeping" AI characters. I.E...the enemies and allies will be sitting "deactivated" somewhere far off and not visible to the player on the map; When the wav file comes up (which needs its own trigger btw) the dialogue will be something like, "Alert! Alert! This is the commandant...All students and mechwarriors man your battlemechs! This is not a drill...a star of Clan mechwarriors has been scanned by our detection grid and is approaching from the south; All students are instructed to man their battlemechs and take up a position to the rear while faculty mechwarriors prepare to defend!" So, when this is played the enemy characters will have already been activated by the death of the first Orion and on their way along with the 2 allies and 2 extra lancemates (who are also students).