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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 5
Joined
Jul 20, 2008
Messages
159
i played a round today and it looks like an amazing map O.O. But it was odd, the comps seemed to be doing stuff, but their kill meter, never went up?? And the other thing that REALLY REALLY bothers me and takes away from this incredible map is the turn angle :(. The turn angle is HORRIBLE!! (sorry). It takes forever to make a 180 degree turn!! and often you need to slow down for that which just gives you a bunch of missiles in the back D:. I think turn angle should be increased by Jet speed upgrade, or if you hold the arrow it should turn harder. Other than that, obvious 5/5, one if it's kind :))
 
Level 5
Joined
Jul 20, 2008
Messages
159
not quick... i am not talking about like a skate board. But it is incredibly slow right now. And increasing your speed pretty much decreases your turn functionality. As you go up in speed it should at least neutralize the turn gap. and they do make pretty quick turns, in terms of seconds it must be 2 or 3 times as fast as the turns in this game
 
Level 5
Joined
Jul 20, 2008
Messages
159
are you ever gonna update/work on this map again? Its a really good map, but people have found that the homing missile is too good... its all you need if you fill your inventory with em and just spam attack. much too easy :p maybe they should work for air only?
 
Level 8
Joined
Aug 21, 2009
Messages
408
HOLY CRAP I THINK I FIGURED OUT YOUR SPEED PROBLEM.. So seeing this map, i wanted to make a racing map... But i couldn't make the cars go very fast... So i began to think... hmm What if i used an integer for speed... like, move unit instantly to point offset by *integer* towards facing angle of *unit*... But i couldn't find integer variable when trying this.. I did however find the "real" Group, and decided to use mana. As in : Move unit instantly towards facing angle of *unit* offset by *units mana /10* towards facing angle of unit. And voila it worked... He moves 1/10 of his mana amount.. Now i ran this trigger at a 0.05 of a second pace, trying to keep the lagg at a minimum. Suprisingly there was no lag!!!! Maybe its because of my laptop... its not that good and has an intel celeron processor.. He moved smooth as a baby's bottom.. (creepy?) The only thing left is to make the unit face the right angle and play his "walk animation".

xD i hope this helps as it will make this game a hell of a lot better.. And since your not using mana as an ammo counter, wouldn't this work great? Upgrading your speed would be limit less as you just keep upping the max mana amount.

Hope you like the suggestion, if you want i can send you the map to prove this concept works without much lagg

Superz
 
Level 10
Joined
Feb 25, 2006
Messages
243
Lol someone's actually still playing this?

No dude, you don't understand. Using triggers to "move" units is easy...but it eats alot of memory AND bandwidth...ESPECIALLY if its a MULTIPLAYER game online. Don't believe me? Try a multiplayer game using your method with 6 or more players. And don't go using a map that has little units. Try something with alot like mine.
 
Level 8
Joined
Aug 21, 2009
Messages
408
Lol someone's actually still playing this?

No dude, you don't understand. Using triggers to "move" units is easy...but it eats alot of memory AND bandwidth...ESPECIALLY if its a MULTIPLAYER game online. Don't believe me? Try a multiplayer game using your method with 6 or more players. And don't go using a map that has little units. Try something with alot like mine.

What do you mean "someones still playing this" ... Its a fun game xD

If you make the trigger leak free and stuff it should work fine? i tried with 3 people online (not quite 6) and nobody lagged.. Well, i dunno, just thought this project needed more speed :(

Keep working on it, and maybe i could be one of those committed testers? I can usually host stuff on b.net xD
Superz
 
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