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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Harrier Command V2.5 AI

Submitted by Kildare
This bundle is marked as approved. It works and satisfies the submission rules.
Defend your base and destroy the enemy Command Center with your own personal Harrier jet.

Controls:
1) Press Left or Right Arrow Keys to change direction.
2) Press Up or Down Arrow Keys to take-off/land or add/reduce speed.
3) Press F1 to for weapon and ability controls.(Right click to fire weapon)
4) Press F2 to for camera controls.
5) Press F3 to purchase upgrades.

NOTE: Obtain ammo from the Landing Zone

[AI is available for this map]

AI Command Function:
-create # = Creates a new AI player on an unused player slot, where # is the unused slot number.

-assign (#) [#] = assigns an AI player to a User player where (#) is the slot number of the AI player and [#] is the slot number of the player you want to assign the AI to. AI Harriers assigned to the selected user player will follow and escort that player's Harrier. Only Player 1 (Red) can assign bots to a player. Using this command again will reposition the AI's escort angle.

<<This map is protected>>

Keywords:
Harrier, Jet, Air, Flight, Bomber, Mission, Offense, Defense, FPS
Contents

Harrier Command V2.5 AI (Map)

Reviews
Moderator
19:44, 23rd Aug 2008 Septimus: Very well develop map, I kinda like it. http://www.hiveworkshop.com/forums/791575-post2.html I change the category to FPS only since it suit there much better.
  1. 19:44, 23rd Aug 2008
    Septimus: Very well develop map, I kinda like it.

    http://www.hiveworkshop.com/forums/791575-post2.html

    I change the category to FPS only since it suit there much better.
     
  2. Septimus

    Septimus

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    Review
    Notice & Contact
    This map had been examined by Alexis Septimus.
    If you think this map review is not accurate or require another review, feel free to contact Alexis Septimus. But, map would only be review again for second time and also for the last time unless under certain circumstances. It would be selfish to request constantly a mod/admin to keep review your map as there is many other maps waiting for approval as well.

    However, if you still insist of another review after it had been review for second time. Feel free to contact other admin.

    To contact Alexis Septimus, please click this [​IMG]Visitor Message.


    Map Review
    1) Terrain - Excellent (5)
    2) Trigger - Excellent (5)
    3) Minor Error - Excellent (5)
    4) Major Error -Excellent (5)
    5) Replay Value - Excellent (5)
    6) Fun factor/gameplay - Excellent (5)
    7) Use of imported material - Excellent (5)
    8) Single player - Excellent (5)
    9) AI support - Horrible (1)
    10) Camera - Good (4)
    11) Originality - Excellent (5)
    12) File Size - Good (4)
    13) Internet/LAN Friendly - Excellent (5)
    14) Balancing - Excellent (5)
    15) Packaging - Excellent (5)
    16) Credits - Excellent (5)
    17) Storyline -
    18) Theme - Excellent (5)
    19) Protection - Average (3)
    20) Quality - Superb (6)
    21) Description/Information/Detail - Excellent (5)
    22) Hiveworkshop rules & regulation - Good (4)
    23) Game Mode - Excellent (5)
    24) Difficulty - Excellent (5)
    25) Unit Placement - Excellent (5)

    Total Accumulation Point : 112/125 * 100 + 4 (Review) = 93.6

    [+] - Very fun game.
    [+] - Able to adjust camera in every aspect.
    [+] - All hotkey seems to be function well.
    [!] -Could add some AI for pilot player.
    [-] -

    Review : Fun game although when you try to play it alone, but it seem to have no AI available for pilot player which is a downside of it. All hotkey work great with all necessary information provided.

    If AI available for pilot player, I think this map would have a great potential to earn rating 6 since it could be fun to team with computer to against enemy as well when you want to play alone and team up with computer at single player.

    And you're using many type of category for this map, but I think the most accurate category should be FPS.

    This is definetely a must-play game, although it might give people headache if been play for a long duration.

    Another 4 point for this map.



    Rating & Miscellaneous information
    Score - 94/100
    Rating - 5/5
    Condition - Sub-Zero
    Status - Approve
    Review - 1


    Reminder
    The map might not be fully tested, if any user of the map found bug/error or anything else.
    Feel free to contact Alexis Septimus by clicking this [​IMG]Visitor Message.
     
  3. Shanghai

    Shanghai

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    lol this map is pretty cool but the air planes goes to slow should go in speed 522...
     
  4. Darth Mannoroth

    Darth Mannoroth

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    This is an excellent game! I have not had time to test it in multiplayer, but I am sure it will be a hit. I did not encounter any bugs.
    Higly recommended.
     
  5. Kildare

    Kildare

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    Actually the reason why i didn't put it at 522 is because you can upgrade your speed.

    Actually this may not be certain. A few reasons why i MYSELF think there's a chance it may not be a "hit" is due to the following reasons:

    1) Size of the terain. I want to resize it down by 25% but resizing it is giving me headaches. Unless SOMEONE wants to volunteer to do it for me, it's gonna stay the size as it is.
    2) End game "recovery" time is long. Everytime you quit after you play for more than 15 minutes, it will take you a very long time to come out of the game depending on the power of your computer.
    3) The WE speed limit really sux. To make things "realistic" i had to make all enemy units move at an incredibly slow pace.


    Things to be added into the map in the future:
    1) Additional types of enemies.
    2) More side-missions.
    3) Possible resizing of terrain(if i get a volunteer)


    If you guys have any suggestions, i'd be happy to hear it. =D

    Thx for the review guys!
     
  6. Septimus

    Septimus

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    Kildare, you probably have trigger leak if it have trouble to log off the game.
     
  7. Kildare

    Kildare

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    I thought memory leaks only affects in-game lag? Because usually it's the size of one's terrain AND the number of units in play that makes players get out of the game harder...games like large RPGs for instance. Oh well, i'll just triple check all my triggers for leaks then.
     
  8. Vercas

    Vercas

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    A normal aicraft needs much more speed to fly. If the aircraft can land ar fly like those, it IS a HYDRA not a harrier jet...
    Wow?!? the aicrafts are ordered to move? Better use the move instantly function. With this you can change it's speed to a huge one!
    The system runs too slow, the commands are executed too slow( i mean up/down arrows and abillities)
     
  9. Discohydra

    Discohydra

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    I recommend looking for a JASS engine that can make the speed go to 600, or unlimited, Im not sure, But i've heard of a few engines, That make the speed unlimited.
     
  10. Kildare

    Kildare

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    The reason why i don't want to move the Harriers via Move triggers is because of lag concerns. I've tried move triggers in another of mine and it caused lag. So u'll just have to bear with this. I'm sorry, unless you can make me a move trigger that doesn't cause lag, i'm sticking to normal WCIII movement. If the map was small i'd probably use move triggers, but unfortunately, this map is Epic in size and so i cannot risk the lag.

    Btw, aren't Harriers the jets that can "hover"?

    Err...when u move u dun actually move at the maximum speed instantly. You gradually increase your speed until the maximum. Also, in regards to the ability command delay, i can't do anything about that as the ability is cast by a dummy unit that is spawned when u use the weapons. Thus there's a slight 0.25 seconds delay?
     
  11. Andriejj

    Andriejj

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    Huh, can't you change that in the gameplay constants?


    Anyway, what I think about the map.

    Agreed that you should resize the terrain. At the same time, I'd suggest changing tileset. That blooming green terribly crashes with those imported models. And it certainly doesn't look battlefield-ish. Also, the water should be altered, it looks too azure. A battle landscape should definitely look more gloomy, and more suitable for modern warfare. Currently, you got a modern war in a fairy tale land. I'd suggest Lordearon Fall or Village Fall.

    Now about the gameplay. Again about speed, yes, it should be higher. As for movement control, it's ok, just needs adjusting. Make some fixed number of "gears", 4 would be enough I think, where 4 is max speed and 1 is static. To change a gear, you'd click once, up or down arrow. It should also come with some sound, and/or a message. You can use the food and taxes for that, changing it from "low taxes", etc. to gear 1, 2, 3, 4. So when you change a gear, food usage is changed and the message + sound pop up.

    Now attacking. I'd redo that. Currently, you have to have one hand at the arrow keyboard, the other on the mouse, and when you want to use a skill, things may mess up, because one of the hands must go click one of them or go to the hotkey. You could make that more comfortable.

    What about having ONE active weapon at a time, which you could change with some 2 nearby hotkeys, going through weapons left-right, in a chain? Attacking would be done by RIGHT-clicking in an area. You don't use that way of movement, so you could use it this way. That's what Bob27's cannon map bases on, you attack by rightclicking, cannon shoots where you clicked.

    I'll write more later. Regards,
    ~ Andriejj
     
  12. Kildare

    Kildare

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    Err i was refering to the maximum speed limit which is enforced no matter what speed u put as maximum in the gameplay constants.

    The thing is i wasn't the one who dealt with the terrain as i'm bad artistic wise. Right now, my terrainer is having computer problems so he is unable to adjust anything. Perhaps when he has fixed it i can redo the terrain again.

    Err why do we need gears when the speed is adjustable? What i did with the speed was actually give the Harrier a speed aura ability which i use a trigger to adjust its level everytime the up/down key is held. If i changed it to the gear mode you suggested, the speed is no longer flexible and is only limited to a few levels. So no, i'll stick with the current system.

    Err that would still require one of your hands to change positions. Doesn't seem to make any difference in my opinion, other than the fact that the targeting becomes easier(though not for AOE attacks, in my opinion).

    I think perhaps a better system would be using items instead of abilities. When u click(or use numpad hotkeys) on a weapon item, your Harrier will use that weapon as its base attack. Right clicking will fire the weapon? The last two item slots in the inventory will be the "button" that changes the weapons menu.

    Even so, the weapons system is still complicated and probably doesn't make much of a difference.

    The thing here is, i am not willing to make things TOO complicated here as, knowing the current players on battle.net, they will probably just get confused and the map will hence earn a bad reputation.

    So, i think the current system works fine, unless you can find a MUCH more SIMPLER and FASTER way of doing it.
     
  13. Andriejj

    Andriejj

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    hmm, item slots would be nice, with numlock, that's close to arrow keys. And while it would bring one more thing to learn, it will make playing much more comfortable, and enable more dynamic gameplay.

    Aside from that, some differencing in spells would be in order. Why not add some short range, auto-aim (phoenix-fire based) machine gun, used against infantry and light ground units? Some point blank spells, which wouldn't require targeting an area, for bomb spells.

    Another thing. What about basing the missles off forked lightning, so they have some max flight range and you actually can outrun them? But that would make sense, if there was some way to overcome the speed limit :/

    I also think you should encourage movement in some way. Currently, you can just go static, and accurately use all skills, which is lame and totally unrealistic. Maybe increased damage, while you're not moving?

    On the last note, I think maybe the better way would be basing most attacks on projectiles with collision size would be most fun. So you have some dodging, and aiming, not just using flare and other defence skills when needed, and point-clicking attacks. But that would be entirely different map, so that's just theory-crafting.
     
  14. Vercas

    Vercas

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    Andriejj, FireFox whon the battle of browsers :)
     
  15. Kildare

    Kildare

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    I'll see what i can do. If it works well then i'll implement the system.

    Hmm the thing is i dun really like the idea of autotargeting abilities. The point of the game is to time and aim your attacks. It defeats that purpose if u can just stand at one point and let the machine gun do all the work.

    However, i'm planning to add one more "machine gun" ability, but it'll require a bit of aiming(not with the mouse click though).

    As for the bombing thing, isn't the Torpedo Bombs more or less a "point blank" spell?

    Hmm...fork lightning has a max flight range? I didn't know that. But then, if i were to use a spell, it would affect the type of damage that the missile deals. Armor would be quite pointless then?

    Hmm....good idea. I think i can do something about that. Perhaps i can add an evasion skill that increases with the speed of you Harrier.

    Hmm...u're refering to the Vulcan turrets i suppose? I suppose i could give it a try, though i think it's quite pointless because the projectile is too high for you to dodge anyway, thanks to the speed limit.
     
  16. Discohydra

    Discohydra

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    Bug and ideas

    I have a few bugs and ideas, Mostly ideas, The other commenter covered most of the bugs.

    1. The bombers stack? Wtf?

    2. There needs to be a limit of time that you can hover in the harrier, Because in real life, a harrier can only hover for 1-5 minutes before having to accually fly.

    3. Maybe add a home fleet? With a carrier? That you can land on?

    4. More attacks and they need to be more frequent, Because its just too hard to go out and try to hit SAMs, Most of my players get shot down.

    5. Maybe add more TYPES of bombs and missiles, because Aircraft are NOT usually used to lay mines and call in artillery and napalm.

    6. When this map is more developed, Maybe add an elevation system? Sort of like a flight simulation?

    7. Maybe take out the current weapons system and add in a system that allows you to choose your payload?

    8. I like the other person's comment about having collision being the hitting factor, Not the fact that your attacked. That should be implemented, it'd make AA batteries more realistic (Gun type).

    9. Also, make a Lock-on/Targetting system, For missiles, It'd make the game a whole lot easier, for no need for the mouse to target.
     
    Last edited: Aug 23, 2008
  17. communist_orc

    communist_orc

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    slow... But othere than that: Sweet!
     
  18. Kildare

    Kildare

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    Yea i realized that. Will fix it asap.

    As much as i'd like my games to be realistic, there has to be a limit at some point where we have to stop. For that reason, i'll have to discard this idea. It's not really a necessary function anyway.

    Err what would be the point of that? It's a HOME fleet after all? Why land there when you can land on the airfield?

    Lol, did you play at the hardest difficulty? Because you shouldn't get shot down so easily at the first three difficulty levels.

    Unfortunately, i can't seem to think of any other ideas for different bombs/missiles. Most of them is just basically the same thing but just with different aoes, etc. And it doesn't matter whether the planes can actually do it or not. As long as it makes things fun and adds variety, it's fine.

    Lol, you're really expecting alot from me eh? I'm good...but not THAT good. lol

    You mean players only being allowed to carry one weapon at a time? I don't think players will like that.

    Speaking of weapons systems, i will be implementing a different one soon, thanks to the comments from Andrieej. I have a new one thought up already. You'll see it in the next version.

    As i mentioned i'll try to make that wish come true, though i dun quite see the point as the projectile speed is too fast too avoid anyway. But i'll see what i can do.

    I'm not quite sure how you want me to do a targeting system(i'm not sure if i can at any rate). Care to elaborate?
     
  19. Discohydra

    Discohydra

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    A targetting system, Like a lock-on system, It'd lock on to the target, Instead of you having to MANUALLY click on the enemy, Like it tell you what unit your locking on (Maybe add a marker to the locked on unit.) When it locks on, all you have to do is click your homing missile ability and it'll just send the weapon (Laser guided missile, ATA missile, Laser guided bomb) to that unit, No pointing needed.

    And i was thinking a payload system like how normal aircraft are, 1 missile per a slot on the aircraft, 1 bomb per a slot? (Maybe you could have more than 1 per a slot, Then you can get rid of that unrealistic mana system for the ammo.

    I found that the AI for the enemy attacks you from outside your sight radius, Its really hard to defend against them. (The enemy planes)

    This map has potential. Thats why im here D: