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 Post subject: PX RR on ANY map. Automatic PX RR scheme.
PostPosted: Thu May 10, 2012 9:10 pm 
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Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
As soon as i made turret that shoots with random weapons (in PX Libs discussions on this forum), i understood that it would be nice to make a scheme with their auto-placement on map. For this idea also thanks to some wormnet players. So.. also px rr maps limit isnt so nice to see on wmdb. Not so many maps now, and no so many ppl who make them.
So now, to play fast px rr you need only this scheme and any rr map you want. It should be a regular png map, or even .bit - doesnt matter. And its should not include traps on map. This scheme adds a lot of turrets that shooting with 20 different weapons, so if you loading px map with traps - there can be too much of shooting stufff on map.

So now more detailed info, one by one, what`s makes thi scheme and libs that it include.

1. You should place worms to start place on map. So "Worm placement" is ON. pay attention on it.
2. When game starts, scheme automatically filling map with Turrets, OilDrums, Mines (3sec) and Aids.
- Script automatically calculates how many turrets will be spawned on map based on map dimensions.
- Worms will have increased HP level. This amount of health is calculating based on how many turrets on map.
- Amount of OilDrums and Mines also based on it. Note that number of Aids is lower than anything placed on map. Calculates also based on how many turrets on map.
- Aids adds 150hp to worm.
3. Turrets.
- As i said earlier, this turrets choose randomly one of 20 weapons for each shot to hit you.
- All turrets are destructable. They have 500HP.
- Thay also have shot-limit: 7 shots per turn.
4. Worms, respawning and checkpoints.
- This scheme is made to load any map. Each map have its own layout and start place. So ofcourse there are NO checkpoints on map. But..
- If you die or plop - you will respawn on last place you was landed. Also you will get warning that you will respawn after other players will make 3 turns. You will do, don`t worry.
- After respawn, you will get back as many HP, as you got when started the game.
- Worms are not loosing control when they got hit or just fell on high speed.
5. Libs, that used in scheme. Make sure you have them all
- antiglitch.pxl
- pyroman_customgame2.pxl
- pyroman_random_turrets_on_map.pxl
- pyroman_sinkSound.pxl - plays additional sound when you sink :)
- utils.pxl

So, this scheme allows to enjoy px rr rly fast and on any map. But... i stil want you to make ProjectX maps in map editor. Coz detailed work by hand - better than any automatic scripts.

So, you can download the scheme and needed libs for it here:
(Make sure Scheme placed into WormsArmageddon/PXSchemes folder and Libs placed into WormsArmageddon/Libs folder)
Attachment:
File comment: version 0.8 (2012.06.01)
PyroMan_Auto_PX_RR_v0.8.rar [1.76 MiB]
Downloaded 534 times


And last thing: Enjoy it.


Attachments:
PyroMan_Auto_PX_RR_Libs.rar [730.11 KiB]
Downloaded 556 times
PyroMan_Auto_PX_RR_Scheme.rar [4.01 KiB]
Downloaded 518 times

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