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bazooka medic

Posted: Thu May 11, 2006 5:06 am
by lizardkid
where's the script for the bazooka medic? i just cant find it... albeit i havent tried very hard.

Posted: Thu May 11, 2006 11:54 am
by Rookie One.pl
The bazooka med level is the void.bsp I believe, but there is no script. This easter egg is hardcoded, the game library allows you to play it only if you get through the whole game and past the sniper town with all your teammates alive, without using any cheats on the way.

Posted: Thu May 11, 2006 1:16 pm
by Elgan
Rookie One.pl wrote:The bazooka med level is the void.bsp I believe, but there is no script. This easter egg is hardcoded, the game library allows you to play it only if you get through the whole game and past the sniper town with all your teammates alive, without using any cheats on the way.
also in hard,

u know, didnt jv say u can type skill 3 or something, i might do the whole game in skill 3 now.

on the next rainy day, i think i will. ill save the game just before i go in the tank so i can post it online for people also.

Posted: Thu May 11, 2006 1:54 pm
by lizardkid
strange they hardcoded an easter egg but not the friendly.scr contents >.<

aanyway, is there a way to support him somewhere? can i spawn a medic and say

$meddy gopostal

or something? i'm just curious how a "hound" AI could be implemented, because he follows the same path as the player (roughly), or if he has a search routine...

just looking for AI routines out of the norm.

Posted: Thu May 11, 2006 2:41 pm
by Broadus
They can hardcode things? No wander I can never find the most important stuff that I need to find. It's secretly hidden for eternity. Man, that's friggin' annoying. Especially that Spearhead-low-texture-detail-means-fog-and-no-sky crap.
In my Friendly Faces mod thing, I made the two engineers and the medic invulnerable (because they kept running into danger and getting killed, along with the foot soldiers). I'm not sure if modifying the script for m5l1b matters, but if it doesn't, that would make it a million times easier to play The Void.

I've never been able to play The Void. Does the medic literally search? I thought he just ran directly to the player, and the player had to hide somewhere the medic just couldn't reach. 'Cause, you know, if you wanted THAT, it wouldn't take any special scripting at all.

Posted: Thu May 11, 2006 2:51 pm
by Elgan
i asume the medic follows aa path round and does search for u. like

if he can see or is within distance, shoot!


u can right at the start,. go forward, left, then under that cave thingy where a guy is and 2 above . hide in the corner and he cant get u.

Posted: Thu May 11, 2006 4:12 pm
by lizardkid
i'll have to cheat it up and look again, but i always noticed the medic followed my path for a while, definitely going the same places i did and sometimes varying around it, which made me think he had tracking and searching AI.

but i havent played that level in... ages.

Posted: Thu May 11, 2006 4:53 pm
by bdbodger
This sound familiar to you guys
medichunt:

level.3rd_person = 0
level.medic = -1
thread 3rd_person
thread medic_over
thread savetheplayer
thread killtheplayer


$player.gothim = -1
thread timescalemover

level.newtimescale = 0.9999
// thread medicdance


local.medicstart = $player.origin

local.playerstartnum = randomint (level.friendlyspawners) + 1

if (getcvar(debug) == "1")
println ("Playerstartnum was " + local.playerstartnum)

local.playerstart = level.friendlyspawner[local.playerstartnum]
level.hudprint = -1
thread hudprint " " 0.1 1 0.1

$player glue local.playerstart 0
$player physics_off
wait 3
// setcvar cg_3rd_person 0
level.3rd_person = 0

thread hudprint "You have 60 seconds to find a safe hiding spot.."
wait 4
thread hudprint ".. and then Bazooka-Med will be on your trail!"
global/ai.scr pak0.pk3

Posted: Thu May 11, 2006 6:00 pm
by jv_map
Nice find bdb :)

Posted: Thu May 11, 2006 8:04 pm
by Broadus
Nice indeed! Wouldn't have thought to look there.
So everything must surely be in a script somewhere!
Stupid Spearhead fog.

Posted: Fri May 12, 2006 7:05 am
by lizardkid
ah so he DOES follow the player to some degree... i knew he had to. nice find bd :D

broad, you cant script geometric events. it's that way for a reason, fog is easier to do than a sky and a lot more geometry, it's an alternative practice to making all the walls one color and the figures with 100 polies. it's designed like that, designed to not compromise texture quality by reducing the polies it needs to draw.

however usually games have a "view distance" slider.

Posted: Fri May 12, 2006 7:23 am
by Broadus
What? No, no, no, I know what fog in video games is for.
I'm talking about how Spearhead will make more fog than necessary and no sky if the texture detail is set to low. It doesn't do that in Allied Assault. They just added it to Spearhead for some reason. I searched all of the scripts and tikis and whatnot thoroughly but couldn't find what removed the sky or added the fog. I actually found something in some sort of default.cfg (or whatever it was called) called picmip_sky or something like that. I would imagine that it has something to do with the sky disappearing, since picmip_# is apparently related to textures. However, I couldn't find any other instance of it except in that default.cfg, and changing it there does nothing.

Posted: Fri May 12, 2006 3:54 pm
by jv_map
lizardkid wrote:afog is easier to do than a sky and a lot more geometry, it's an alternative practice to making all the walls one color and the figures with 100 polies.
I believe fog is simply overlaid using the z-buffer ('depth-image'). The only fps increase comes from farplane culling.

Posted: Fri May 12, 2006 7:36 pm
by Rookie One.pl
Yep, Jv is right.

It turns out you can play the bazooka med level by inserting these few lines:

Code: Select all

	level waittill prespawn
	level waittill spawn
	game.medic = 1
	setcvar "medic_over" "0"
	exec global/missioncomplete.scr void 1
Into any map script and running it. I haven't managed to elude him yet, but I managed to get in a place he couldn't hit me with his noob tube, even though he found me. :P

Posted: Fri May 12, 2006 8:02 pm
by Broadus
Well, yeah, the whole point of the added fog in Spearhead is to hide the closer clipping plane. The closer clipping plane itself is what I'm calling useless, but the fog just hides it.
The worst thing about it is it's "global", so it will affect not only stock maps but also fan-made maps and generally any map. It is now my semi-not-really-objective to figure out what does this horrible close-fog deed, and I shalt fixeth it so! For the Motherland!