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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 12 Aug 2011, 19:44
by Cozmo
Clinic in Chinatown sounds really good.

The patch to fix atm stuff, add cop followers (still need input for how SWAT followers should work (plus SWAT gun?)), and fixed ATM stuff is done. Will need input for SWAT stuff but otherwise I can just send you it.
Also, some news on the NPC / Mission SDK thing. It's gotten big/useful enough to not be exclusive to the RPG (but it'll get the first use of it by a long way, ofc) but anyway. I got the basics of it working

(supports only one player atm due to Unreal 1's lack of dynamic array; will make a hacky workaround struct array function sort thing if it comes to that) and I also thought of a way it can support and work with other mods (via triggering another actor (event), which could be making the player a cop for example.
Basics of what it'll actually do:
40 different missions possible per map. NPCs that you can customise with 20 different conversations in each, accessed when certain conditions are met (example: talking to person A changes mission 1's condition, then conversation 2 in person B can be accessed). Included in the conditions is a check for a specific nearby NPC follower (hostage, for example), and after each conversation, you can set it to give the player money, change conditions, follow the player or a patrol route (further customisable (eg. go berserk or vanish at the end of the route)), or start an item trade for money (eg. tea house guy). There will also be condition options from taking damage and dying.
Doors and decoration which can check for (and set) conditions will also be included. Basically, every tiny mission in Cozmo_RPG would've been really easy to make from within the SDK with this. Aaaand looking up at that, I definitely need to write some better documentation.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 12 Aug 2011, 20:03
by ShadowRunner
40!
That sounds incredible.
Cozmo wrote:(still need input for how SWAT followers should work (plus SWAT gun?)), and fixed ATM stuff is done. Will need input for SWAT stuff but otherwise I can just send you it.
I think the main thing is that a newb cop just finished training with only training pistol v shotty cloaker is too imbalanced.
Also Poor's and the other suggestions are all excellent. I would next time put the police jail key inside the police locker room.
Chinny and I talked about making wild west and chinny was talking about a indiana jones one.
I like the idea of making a very futuristic colony on an alien world, even DXSG_Nexus could be a Cozmo City etc...
So definitely it sounds amazing. 40 missions.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 12 Aug 2011, 21:20
by chin.democ.
Ah I'll stick the police key in the locker room now, sounds great Cozmo, you can always msn me if you want to test any of your features in a private server.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 12 Aug 2011, 21:30
by ~][FGS][Nobody~
So chin changed commandline already??

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 12 Aug 2011, 21:33
by chin.democ.
Nah I have the same default Gaming Deluxe command line as Shadow's thus the Smuggler issue.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 12 Aug 2011, 21:43
by ~][FGS][Nobody~
But gamingdeluxe supports command line changing, doesn't it?

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 12 Aug 2011, 22:37
by ShadowRunner
I haz the option in CP yes, it seems that way. "command line changer". There's a log option, and have used it, can't remember if I needed to stop server or not.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 12 Aug 2011, 23:52
by ~][FGS][Nobody~
Does this matter?
These days it shouldn't be too hard to catch a moment where the server is empty in order to close it.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 13 Aug 2011, 02:47
by chin.democ.
I'm well out of my depth here.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 13 Aug 2011, 11:13
by ~][FGS][Nobody~
Hmm well.. if you want me to take a look at it, make me a temporary account and I could give it a try when the server is empty.
I remember it was possible but I also remember it was somehow tricky.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 13 Aug 2011, 14:10
by ShadowRunner
~][FGS][Nobody~ wrote:Does this matter?
These days it shouldn't be too hard to catch a moment where the server is empty in order to close it.
Lolz, not at the weekend. Server had at least 6 ppl in it from mid-day yesterday.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 16 Aug 2011, 21:24
by Cozmo
Everyone, start thinking of missions you'd like to make - the NPC & Missions creation mod is almost complete.

I'm totally unimaginitive atm, so will need some testing missions for it!
The only real obstacle left now is actually documenting it. It's bigger than the multiplayer bot class it extends.
EDIT: In fact, I believe I've just finished it. Time to attempt documentation...
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 16 Aug 2011, 23:41
by chin.democ.
I have to have it in hands and see it in action then I can think of ideas, I think for now I'll finish v2.09 very soon (no more mover bugs), then we can test new missions and implement some for 2.10.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 17 Aug 2011, 11:25
by ShadowRunner
I'll probably make a new map, which doesn't run the LP/RA theme, but a different set of factions. Chinny mentioned Indiana Jones, so I might do space or wild west.
Probably wild west is the easiest to think about. The only issue is horses and something better than Xbow.
Locations: Bank, Sherriff's office, Bar, Saloon, Casino, Stables, Blacksmiths, weapons shop, etc
Factions/Gangs : US Marshals, Sherriff/Deputy, Native Indians, Town Indians, Townspeople, Ranchers, Rustlers, Hunters etc...
Weapons: Revolver, Bow, Axe, DoubleBarrelShotgun.
Missions for existing city?
Raid Page Industries
Raid MJ12 - rescue the bum
Raid Unatco - steal something
Protect the Police station from crazies
Find/kill someone/something in the canal slum area bars
Give money to slums boss, make him give up something when he dies
Raid the corrupt police station in China end of car park - Rescue Tiffany Savage from the jail (needs some stairs added)
Rescue Ford Shick from sewers
Bring peace between the triads (until a triad member is killed)
Chinny I have a suggestion. Move the jail cells key to the private police area. Only police will be able to take the key.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 17 Aug 2011, 23:00
by chin.democ.
chin.democ. wrote:Ah I'll stick the police key in the locker room now, sounds great Cozmo, you can always msn me if you want to test any of your features in a private server.

It's done.
