| 11-30-2003, 07:59 PM | #1 |
so i was thinking about making a mod that emcompasses cqb tactics.....and covert military operations, but i need to have team and enemy AI set up. specifically, team members need to use real tactics.....like leap frogging during forward movement to cover other team members........or being selective about what targets to attack and when (think go-codes from rainbow six). after all.....you wouldn't want a sniper attacking someone before an assault team was in position.....or a recon guy attacking everything he sees. oh, and....ducking for cover when being attacked....stuff like that. another possible feature i'd like to impliment is reloading and an ammo system. my question to the community is this; is Jass the means by which i would accomplish this? is this sort of control scheme feasible or just too difficult? is there anyone out there that might be willing to help out if i assemble a team in the future? plz let me know your opinions......thanks |
| 11-30-2003, 08:12 PM | #2 |
This is already implemented in Graveyard project - ballistics and ammo, for example. When you want your project to be started? I can help you with these algorythms after finishing my map. P.S. It's isn't so hard as it seems to be :) |
| 11-30-2003, 11:17 PM | #3 |
yeah....that sounds cool; i can always use more help. my area of expertise (if you can even really call it that) is modelling. so i know squat about Jass......i tried to teach myself java a long time ago, but got sick of it.....guess i'm not the coding type. the project would ideally get underway sometime after the first of the year. i'm fairly busy at work so i usually don't get out until about 7pm PST......don't know what that means for russia. but i'd love to get some help and insite as to how feasible my project would be....as well as creative input. basically i don't want to try and make the do-all/be-all mod of the century; that would be beyond my scope at this point. i only want to model maybe 7 or 8 units to be used in two or three maps. most of the actual modelling would be making the doodads and buildings, actually. if i could find a decent trigger man, a decent texture artist, and someone to help me model the stationary stuff, i figure it would only take 3 or 4 months to do this; maybe 5 if we get heavy into QA. if people liked it, we'd try and do something a little more ambitious next time out. let me know what'cha think of that.....thanks :) |
| 12-01-2003, 10:37 AM | #4 |
Send me PM - let's keep this thread clean :) |
