• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Harrier Command V2.5 AI

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
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.
Level 4
Joined
Jul 28, 2008
Messages
93
"1) Added fighter squadrons that will spawn every 60 seconds to attack players."

Uhm, is it possible you could remove that? They for some reason stop moving in the enemies base or in the middle of the battlefield so 20 minutes into a game there's 100 in the enemies base and another 100 scattered throughout the battlefield. (or fix it)

And it just created a huuuuge amount of lag

And are you sure/know how to you're getting all the trigger leaks? because it does add up after awhile....
 
Last edited:
Level 10
Joined
Feb 25, 2006
Messages
243
Uhm, is it possible you could remove that? They for some reason stop moving in the enemies base or in the middle of the battlefield so 20 minutes into a game there's 100 in the enemies base and another 100 scattered throughout the battlefield. (or fix it)

Hmm....i'll double check the triggers again.

And are you sure/know how to you're getting all the trigger leaks? because it does add up after awhile....

Yes i do know. However for a map of this kind and size, the lag is inevitable. There are simply too many units in the map to control the lag effectively.
 
Level 4
Joined
Jul 28, 2008
Messages
93
Hmm....i'll double check the triggers again.


Yes i do know. However for a map of this kind and size, the lag is inevitable. There are simply too many units in the map to control the lag effectively.


It's still doing it, it's not as extreme though but it's pretty bad when there's 50 guys in the middle that can instantly shoot you down.

Also, is it necessary for everything in their base to attack you? Even the barracks/air ports/docks/ect.? Because those hit much harder then any turret and when power goes out they still shoot (in 1.7 at least)

And are you suppose to be able to be hit by homing missiles and turrets while in stealth?
 
Last edited:
Level 10
Joined
Feb 25, 2006
Messages
243
It's still doing it, it's not as extreme though but it's pretty bad when there's 50 guys in the middle that can instantly shoot you down.

That's strange. It's working on my side.

Also, is it necessary for everything in their base to attack you? Even the barracks/air ports/docks/ect.? Because those hit much harder then any turret and when power goes out they still shoot (in 1.7 at least)

Yes. Coz it should make sense that military buildings have their own defenses. And if i didn't give them any defenses, it'd be too easy. (And no, they're not affected by power outage)

And are you suppose to be able to be hit by homing missiles and turrets while in stealth?

You can still be hit if you're within range of their detectors(radar and AA-vehicles).
 
Level 10
Joined
Feb 25, 2006
Messages
243
Good NEWS! AI support has now been enabled with the latest version!

AI Command Function:
-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.

Please do let me know if there are any bugs with it. ENJOY!

(The current version's AI Harrier's are set at 2000 hp. This is only for testing purposes and i will reduce it to 1000 in the next version)


BIG FAT NOTE: You will NEED to assign the AI player to a Human player or it will not do anything.
 
Level 10
Joined
Feb 25, 2006
Messages
243
Am I missing something?
The AI doesn't work, PERIOD!!!!!
Every time I try to assign AI, it doesn't work. Why not just make the AI turn on for a player at the beginning of the game, if that player is a computer?
But you better do something about that error, it's really annoying.

It works fine for me. Have you read my instructions THOROUGHLY? Remember that you must be PLAYER 1 to assign AI. Also, you must make sure that a COMPUTER slot is enabled for that AI slot. A "blank" slot won't work either.

And I have my own reasons why the AI is not "turned" on in the beginning. And i'm not gonna explain it.

But as a compromise, in the next version the AI will just patrol between the bases if it is not assigned. It won't do anything else.

EDIT:

An example of how to use the assign command -

-assign 10 3

This command will assign the AI player 10(IF IT IS A COMPUTER PLAYER) to the player 3(cannot be blank slot).
 
Level 10
Joined
Feb 25, 2006
Messages
243
VERSION UPDATE!

Fixed a respawn bug for the AI player.

Added a new -create function which can create a NEW AI player on an UNUSED player slot.

However a drawback to this is that it will not be able to patrol between bases if it is unassigned to any player.
 
Level 10
Joined
Feb 25, 2006
Messages
243
Hmm...maybe you're right. I'll see what i can do to explain it properly. =)

EDIT: BTW Can whoever is it that gave me a lower than 4 rating please put it at 5? If you're not satisfied with the map please give comments so i can improve the map, and THEN put back your rating to 5 when you're satisfied. I wanna see one of my maps with a 5/5 rating for once. ><
 
Last edited:
Level 10
Joined
Feb 25, 2006
Messages
243
In this latest version, i managed to make new AIs patrol between bases(originally it wouldn't), as well as fixed a couple of bugs.

In future versions i'll see if i can make it possible to customize the angle of the assigned AI's escort pattern, and the distance between the planes as well.
 
Level 10
Joined
Feb 25, 2006
Messages
243
VERSION UPDATE!

Added two new commands for AI control:

-angle # @ = Alters the escort angle of an AI player, where # is the slot number of the AI player and @ is the angle between 0 to 360 of your choice. Only player 1 and the escorted player may use this command.

-distance # @ = Alters the escort distance of an AI player, where # is the slot number of the AI player and @ is the distance number(max 9999). Only player 1 and the escorted player may use this command.
 
Level 3
Joined
May 20, 2008
Messages
66
Your map is great, but, at the first glance the maneuver system is not that easy to control. It's alright with me ( I'm a quick learner :D) but to others it'll be a reason to quit early. Does your map support creating AI in a left player slot?
And those Fighter of yours, they are just annoying. I went through 4 games with my friends but still haven't figure someway to take them down yet.
Anyway I'll give you a sure 5/5.
 
Level 10
Joined
Feb 25, 2006
Messages
243
And those Fighter of yours, they are just annoying. I went through 4 games with my friends but still haven't figure someway to take them down yet.

Lol....you can only target air units with homing missiles.

Don't worry, with my coming project to make a 5v5 version, i'll add more ways/weapons to attack air units. =D

For now, just bear with using homing missiles.
 
Level 3
Joined
Jul 2, 2007
Messages
42
Can we have advanced upgrades/research for weapons. Maybe like a gatling gun upgrade??? so u right click and it fires 100 rounds. And different types of ammo for the selected types of guns like gatling can fire armor piecing ad explovie BUT not normal or large calibbre( Explosive , armor piercing , Large calibre cannon round , normal rounds)

How about a Air To Ground Smart missle?? It drops off the plane about a sec , then it fires off towards the target doing high damage( Plane can fire 4 in a row(4 massed clicks) , then a 10sec "cooldown"

How about a few types of planes?? How about having the A-10 model ... a gunship , with a super powerful gatling gun (fires armor piecing rounds only) and can carry laser guided missle (anti ground)
 
Level 10
Joined
Feb 25, 2006
Messages
243
Can we have advanced upgrades/research for weapons. Maybe like a gatling gun upgrade??? so u right click and it fires 100 rounds. And different types of ammo for the selected types of guns like gatling can fire armor piecing ad explovie BUT not normal or large calibbre( Explosive , armor piercing , Large calibre cannon round , normal rounds)

How about a Air To Ground Smart missle?? It drops off the plane about a sec , then it fires off towards the target doing high damage( Plane can fire 4 in a row(4 massed clicks) , then a 10sec "cooldown"

I'd love to make new upgrades for you, but unfortunately all the Upgrade slots have already been taken.

However, i will be adding in new weapons soon(as i've mentioned for the coming 5v5 version of the map). So i'll take in consideration of your suggestions and will see what i can do about it.
 
Level 10
Joined
Feb 25, 2006
Messages
243
AI bots basically patrol between bases if you do not assign them to escort any player. If they are assigned to escort a player, it will basically form a squadron with that player, following him/her wherever he goes to.
 
Level 10
Joined
Feb 25, 2006
Messages
243
Unfortunately, despite what i said before, right now the probability of a new version coming out is very low, due to the following reasons:

1) Busy schedule
2) New stuff to mess with(new games, movies,etc)
3) Warcraft is having less and less players
4) Lack of support from current players
5) No inspiration.
6) Other projects to work on even if the above reasons are no longer in place
 
Level 8
Joined
May 8, 2009
Messages
443
A pretty fun map, played it with my brother in LAN, and it took us 3 DAYS (including school) to finish. We both got a kick out of it, though.
Question though- How does the 'prevent player from selecting Harrier' thing stop abuse?
 
Level 10
Joined
Feb 25, 2006
Messages
243
Err, it's not so much to prevent abuse but to make players avoid using the Harrier(which you can manually use the landing ability as well) to maintain realism in the game. I only want the players to manipulate the "controls units".
 
Level 5
Joined
Jul 20, 2008
Messages
159
there should be some tutorials or something, people can help you in the forums also :(
i have never played this but it sounds really incredible
 
Level 9
Joined
Sep 4, 2008
Messages
603
No doubt this is one of the best FPS i've ever played =D.
I hope u fix it soon cuz i really wanna play it =)
11/10
 
Top