Ok but it all is possible
I think the route to go is map scripting..
To execute a map script is easy. At the very bottom of the map *.mis put this line.
exec("scripts/<yourscript>.cs");
that will exec any custom script. Just like in the training missions.
I wrote a training missions (you can look for it under Single Player missions)
I do not do modelling, but scripting is possible.
1. Man Eating plants. Are most likely the easiest if you dont want to add custom models. Basicly a turret with a plant(s)hape(s) (stacking plants like the potted ones on some maps, and some of the Bioderm plants look like they could eat you anyway.) Direction and range will be your biggest challange. If you have done any mod scripting you will have an easy time with it. Most likey form of attack would be a gas or needle (killer cactus anyone)
2. Custom animals. Any custom shapes automaticly make a map Client side. But would be nice additions to Mods or Training (single player)
3. Random Objectives are possible but would take alot of script writing. There is no random objective for a bot. It done on a wieghted scale. The bot Looks for the most important AIObjective in the Objectives table and does that if nobody else is doing it. It is possible to make a bot only do one thing and nothing else with a bit of coding (see Buffy Bot in Rescue Buffy). When the bot finishes his/her task they look for a new one unless there is a target to engage in the area.
Well for the most part if someone has the skill they can just about do anything. Tribes 2 is very flexable.
Just Remember Bots Do the most important thing on the list and then move on to the next unless interupted.
--- CaptoStatistics: Posted by Capto Lamia — Fri Jan 25, 2002 7:20 pm
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