Harvester.zip (45kb)
Last Updated: 2-23-1
STATUS: Complete
Current Version: StdLib 1.000 Template: "Harv_Desolate"


First off I want to thank Orogogus for this entire idea, he came up with the whole thing and has suggested what, and how to do most of it. He deserves a ton of credit on this.


I've basically given up on working on this. Sentinal has a similar thing out now that is more fun, or at least looks like it will be. Harvester never seemed to get a lot of play but I still seem to be getting a lot of hits here. If anyone can explain that phenomenon feel free to email me. Also if you want to check out my other old stuff while you're here, it's all organized here. It's all pretty old stuff, but some of it might be useful, if for refernece only. -- Dull 1/13/2


NEWS (kinda):

2-23-1
The 5th MIB Map Pack is coming out soon. I've completely finished and have sent it in to Sentinal. I've worked in his updated nuking script, which is very cool. I've renamed Harv_Generic to Harv_Desolate (another contribution of Sentinal). Have fun with the game. If I start seeing any Harvester servers I may be tempted to make some new maps for it...

1-13-1
I think it's done, all I need is a name for Generic and some play testing... anyone with a name idea needs to e-mail me...

1-13-1
I'm getting lazy about updating and even more so about posting... um, I uploaded a couple days ago and a couple things were fixed, but I've still got a couple more things... got rid of the repair trucks because, even though they were great when johnrich was using them, I couldn't get them to work... I added heal/reload poles for 40 ore in their stead. I'm almost done so maybe I can get rid of all this stuff soon...

11-4-00
Been a while... I'm incorperating Sentinal's DM_Nuclear_Fallout's nuke script into harvester (at Sentinal's recomendation) and am almost done getting it into Generic. Still working out bugs, but beta-ish available here. Check it out. Send me bugs, etc. at jmlaset@cstone.net. More to come soon, hopefully.

7-21-00
Updated DoI once more... working on ironing out the StdLib. I will be finished as soon as I can fix the guardUpadter function (and test the repair trucks). I will be away for three weeks, but when I get back I am determined to finish this, even if I never play it again after that :).

7-13-00
Fixed the few bugs that I had in Desert_of_Ice and released it (final version, I'l change the StdLib_XX.cs part each time I upload it, but no other changes). Added an ore stealing script to the StdLib allowing you to shutdown in an enemy supply dump to steal their ore. Also fixed a bug involving AI's killing teammates. Changed the refinery shape to hmoonsilos.dts as the old one was way too big (IMO). Harv_Desert_of_Ice is being added to the Harvester.zip (instead of the seperate one I was putting it in before).
(Beginning Harv_Desert_of_Ice Description:) I personally love it, and I have included something new on it: nav-porter. Nav porter is a teleporter that warps you to your nav marker. Extreamly useful for travelling long distances quickly. Each team has one stationary nav-porter. Also, using some of Mike The Goad's "Move It" scripting, each team has one mobile nav-porter. Stealing the other team's mobile nav porter IS encouraged :). Each team has two bases, one with AI-builders, pylon-builders, and a supply dump; the other with pylon-builders, supply dump, and nav-porter(s). The smaller, "nav Transport Area" (with the nav-porters) bases are closer to the center, the other, bigger bases, are farther back. The bases run in (almost) a N/S line. There is a nutral base near the middle of the map that has the only heal/reload pad. Cybrid AI can only be built by blue team, and Human AI only by red team. It is from a campaign .ted so repath.cs is needed, but no new ted files. Repath.cs can be obtained lots of places, but not here because I'm too lazy to link to it. E-mail me if you can't find it (or scancomponents.cs which is also used by the StdLib).

6-27-00
Finally got the update online... I remembered one of the older computers in my house has a working floppy drive as well as a working modem so even thought I can't play starsiege online yet, I do have then new version out. Lots new stuff: Maximum capacity is now determined by chasis rather than all vehicles haveing the same. You can salvage the scrap metal (ore) from destroyed hercs by shooting it while within 300 meters. Now possible to have multiple areas in which ore patches can be spawned (as will be demonstrated on my new map coming out very soon: Harv_Desert_of_Ice). Fixed a whole ton of bugs. Fixed a whole ton of typos. Made it possible to append some text to the rules from the map script (A Map By: line as well as a seperate part for additional rules). Added some hosting options for logging and kicking team killers. Number of warnings team killers get is easily changeable. Extended the map making and hosting instructions in the StdLib file. Added a brief readme to the .zip to explai where to put the files, but nothing informitive. Whew, did a lot in a week without posting... :)

6-26-00
Fixed some typos and mis-matched names. The repair trucks *should* work now. More maps will be coming soon, I hope.

6-24-00
Added a repair truck script by Jonrich that drives around the trucks to the ai units and repairs them (made specifically for this, I think). I haven't yet tested it but it looks like it will work unless I accidentally messed something up while moving it over to the script. Also fixed a couple of bugs like typos and the messed up refineries. Added in $Planet for map makers to define to keep it from crashing SS off of Mars. Getting close to done :)

6-21-00
AI orders work somewhat. Added scoreboard stuff. The scoreboard contains kills, deaths, team, squad, team ore, carried ore, number of players. (In other words all the default stuff except ore replaces Score... might end up changing that, but you can figure out your score in your head if you want to...). Also fixed the destructable PG Exec builder structures. That's about all for my initial release, I think. I'll be attempting to get a server up soon. ("And there was much rejoycing, yeeaah").
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Updated it again, found a few bugs and I was in a scripting mood. I don't remember what I did, but there was a couple of things that needed fixing.


GENERAL DESCRIPTION:

The harvester script is designed to be a TDM (I might add to the objectives soon) in which you can create various other useful items such as buildings, turrets, and AI gaurds. To build these items you need to harvest ore, which is available in patches spread around the terrain. To harvest ore you go to the patch and shutdown, then return to your team's supply dump. The team can then use their ore to build stuff by scanning pylons. The items are built 10 seconds later at the player's nav point. The build order is canceled if the nav isn't in the buildable area (within 700m of base center) or if the player scans the cancel pylon. Refinerys can be built to increse the team's multiplier (multiplies the amount of ore the team gets per ore the player dumps -- maximum of three). Base expanders can be built to increse the deployable area.


HOSTING INFO:

I have included a couple of hosting options to be defined in the server script. To host a server extract the Server_Harvester.cs file to your starsiege directory as well as Harvester.ink. Extract files Harvest_StdLib.cs, Harv_Desolate and Harv_Desert_of_Ice .cs and .mis to the multiplayer folder. To run the server double click on the Harvester.ink (a link to use infinate respawn assuming default instalation path).

More to come... well, no not really. -- Dull