Posted by Data in Cortex Command - March 24th, 2007

Automatic mining operation with guardsThings are getting better in terms of proper control over your team:

Before, when you pressed either of the actor switch buttons, brain control changed immediately. Now, when you press and hold either, you get all that stuff you see here overlaid on top of your current and adjacent team members.

When in this mode, you can use the directional keys/pad/stick to change your currently selected AI mode before the actual control switch happens. Only when you let go of the actor switch button you pressed earlier, does the actual switch happen.

This way you can still very quickly cycle through your guys (by tapping the switch buttons) – or conveniently change their AI modes as you go through them, by briefly holding the switch button and hitting a direction corresponding to the new AI mode you want.

Also, all your team members are now sorted by their horizontal position on the map, so it’s more intuitive to switch between them. When you hit the right switch actor button, you’ll get the guy to your right, and vice versa.

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203 Responses to “AI HUD fun”

  1. Block - # March 24th, 2007 at 6:33 am

    Ah, this is brilliant! Can’t wait for the new version :D

  2. Az_440 - # March 24th, 2007 at 6:39 am

    Woah. I can’t wait, Data! Good job and all the luck on making it perfect. :)

  3. Blob - # March 24th, 2007 at 6:47 am

    Yeah! That’s is just what I needed. I hope this build will released in march.

  4. MaximDude - # March 24th, 2007 at 6:49 am

    SWEET!!! MUST HAVE NEXT BUILD ASAP!! *Drools*

  5. Dicky B - # March 24th, 2007 at 7:17 am

    So what are the different AI modes?

  6. Lazyfaith - # March 24th, 2007 at 7:27 am

    as far as i can see there there is sentry (staying in the exact place), gaurd (march side to side a bit), dig for gold (ye…) and brain hunt (ye…. again)

    looks great, keep up the good work

  7. Kokits - # March 24th, 2007 at 7:29 am

    The different AI modes look like Sentry (the eye), Kill Brain (the one with the skull and bones), Dig (the one with the shovel), and Patrol (the two arrows).

    That’s just my guess though. Finally, you can mass an army and send them to the enemies brain all at once!

  8. Block - # March 24th, 2007 at 7:37 am

    Oh yeah, almost forgot, will the AI be able to defend it’s own base now?

  9. Juggz - # March 24th, 2007 at 7:49 am

    Oh Ma Gawd… Data you rock

  10. The Punisher - # March 24th, 2007 at 8:29 am

    Awsome Data, pure 0wnage.

  11. Darkslicer - # March 24th, 2007 at 8:39 am

    Oh, god this rock’s this is great, can’t wait for the next build!

  12. DiviX - # March 24th, 2007 at 8:48 am

    omg thank you data for maing this it looks so awsome!!

    cant wait for the next build!

  13. KarvaBopi - # March 24th, 2007 at 8:54 am

    Too good… cant wait for next build!!

  14. whef - # March 24th, 2007 at 10:41 am

    OMG THIS IS SWEET. Keep at it data I LOVE YOU!!!

  15. Mr. B - # March 24th, 2007 at 11:17 am

    Oh cool, so those little dotted lines between the clone and the robot/skeleton are just there to show you what mode it’s in I think?

    Awesome though.

  16. Kaito - # March 24th, 2007 at 11:36 am

    Awesome, very awesome.

  17. Muffinmonkey - # March 24th, 2007 at 11:57 am

    It looks a bit
    ugly
    Not in the style of the game I mean

  18. ENWOD - # March 24th, 2007 at 12:29 pm

    Hmm, looking very very good, well done guys, looking forward to the next build :D

  19. whef - # March 24th, 2007 at 12:29 pm

    its perfectly in style!!! JUST SHUT UP!! It’s great MUFFINMONKEY!

  20. Shocks - # March 24th, 2007 at 1:13 pm

    Now if only the enemy AI could do this.

  21. Foogooman - # March 24th, 2007 at 2:10 pm

    Awesome, I really like it. Especially the part where if you press the right swtich, you go to the guy to the right. Jumping around by order of time they arrived always bothered me.

  22. Munchkin - # March 24th, 2007 at 2:19 pm

    That is bloody amazing.

    But i have a quetsion what is that dotted line between the 2 dig markers?

  23. Bunda the Great - # March 24th, 2007 at 2:40 pm

    Vunderbar! I think that line just shows where other diggers are so you can get an idea if you want to make your guy a digger but didn’t know there was another one there, you can change your mind. A nice little assist.

  24. Batesman - # March 24th, 2007 at 3:17 pm

    omg this looks good

    cant wait

  25. Kurrus - # March 24th, 2007 at 3:25 pm

    OH TEH NOES! TEH HYPE STRIKES AGAIN!! GAAAAAAAAARGH!!11oneeleventhousand11!1

  26. MasterNetHead - # March 24th, 2007 at 4:02 pm

    My guess about the dotted lines between each actor just shows you the next one in line to be switched to, left and right.

  27. Shogoll - # March 24th, 2007 at 4:21 pm

    Completely Badass

  28. Data - # March 24th, 2007 at 4:23 pm

    masternethead guessed right!

  29. TSRabbit - # March 24th, 2007 at 4:41 pm

    sounds really intuitive, the AI looks like it must have needed a welcome upgrade for this, and the new switching sounds really useful too, no more wondering which guy ill select next.

  30. CherryT - # March 24th, 2007 at 5:13 pm

    I HIGHLY suggest putting the icons ABOVE the actors…

  31. Data - # March 24th, 2007 at 5:24 pm

    cherry, it works fine since the HUD only pops up very briefly. Besides, there’s already a bunch of HUD stuff going on above the actors.

    The idea is that the icons are supposed to also show where the ‘CPU’ of an Actor is.

  32. The maker - # March 24th, 2007 at 5:45 pm

    Is the AI part done yet? i mean not the switching part which looks fantastic ^(-_-)^

  33. Joseph - # March 24th, 2007 at 5:46 pm

    Looks cool, but have you fixed the characters walking? The floor keeps kicking my ass.

  34. Foogooman - # March 24th, 2007 at 6:28 pm

    What do the icons symbolize?

  35. Munchkin - # March 24th, 2007 at 8:37 pm

    FOOGOOMAN check the posts above you eye=sentry arrows=patrol shovel=dig bones=attack

    By the way I also agree with Joseph what is especially annoying is when something annoys my actor so her starts bending back and forth stopping me from using my jet pack fix it please.

  36. Ghost Bear - # March 24th, 2007 at 9:00 pm

    Yay!! Guys! I never waited any game in my life so much ^^

  37. I am Drunkman - # March 24th, 2007 at 9:51 pm

    This Looks really good, but is there any progress on wheeled/walking vehicles?

  38. BreenedandScrooned - # March 24th, 2007 at 10:43 pm

    Does the AI actually do all this stuff well?

  39. Joe Mikkel - # March 24th, 2007 at 10:53 pm

    Wow, this looks great. Every build is another breakthrough. Oh, and people, stop bugging Data with your every little wish – he’ll do what he wants to do.

  40. Durza - # March 24th, 2007 at 11:42 pm

    Yay! Can’t wait!

  41. Methalated spirit - # March 25th, 2007 at 1:54 am

    This is gonna be sweet dude

  42. MaximDude - # March 25th, 2007 at 2:36 am

    Data, will they be able to build barrierd by themself?
    Like, if I give them a concrete gun, will they go and seal the door to the brain vault?

  43. Data - # March 25th, 2007 at 5:50 am

    Maxim.. no that’s asking too much of the AI. ;)

    What, you don’t want to play the game anymore? You’ve still got to do the important stuff yourself :)

  44. MaximDude - # March 25th, 2007 at 8:43 am

    No, its not that
    Its just that sealing the bunker wastes precious “Blast the crap out of the enemy” time :P
    So, now about the AI, right now, if I place an actor with a gun,say, facing to the right, he will only shoot enemies that he sees, will the new AI allow him to turn around by himself and shoot enemies behind him?

  45. MaximDude - # March 25th, 2007 at 8:58 am

    Also, will you ann new weapons?
    Casue the weapons there are noe are kinda boring…
    Im pretty sure you will add that pirate pistol (Theres a sprite for it just lying there in the pistol folder)
    Any more stuff exept that? New sheild, rocket, gun, grenade? Anything?

  46. MaximDude - # March 25th, 2007 at 8:59 am

    Oh crap, sorry for trupple post, thats not “Add” its “Add”
    Sorry :/

  47. Slappy Moose - # March 25th, 2007 at 9:41 am

    Data, would anything like an “army AI override” be possible? If you could go to the buy menu and open a control menu, then say “everyone patrol” or “everyone attack?”

    Another idea: Have two control menu settings (in the buy menu, on another tab or something) one is what everyone currently on the ground should do, and what people newly bough should do.

    Third idea: Waypoints. You would basically have a drop ship, but without wings, and very small. A little droppable ball of stake. Wherever it lands, your soldiers would go there if you set it as their ai mode, like “go to waypoint.” This way, you could plop one down and let your guys amass, then drop another right on the enemies base, and let your guys rush in at them.

    I know these ideas won’t make it in to the next version, and maybe never will in any version, but still consider them.

    Email me if you have any questions.

  48. BBoyNew - # March 25th, 2007 at 11:14 am

    Wow this is going to be awsome.. i cant wait to have huge battles with this

  49. MaximDude - # March 25th, 2007 at 11:16 am

    Good ideas there, yeah the waypoint will be very usefull
    But instead of a small dropship, it will just fall out of the sky landing where you want your troops to gather

  50. makeshifter - # March 25th, 2007 at 12:09 pm

    in the earlier versions there was an ammo slot. now there is not
    i don’t know if there was a plan for this or not, but all i know is that it would be awesome if you could add different ammo to different guns. like this gun has a normal ammo but you can buy a different kind for it. it would obviously be limited but this would add more strategy to the game.
    p.s. click my name for a awsome tribute

  51. Slappy Moose - # March 25th, 2007 at 12:31 pm

    @Maximdude
    Yeah, thats kinda what I meant. I just didn’t use very good wording

    Also, the horizontal position selection is awesome! I hated my screen zipping around, try to find the right guy.

  52. MaximDude - # March 25th, 2007 at 12:34 pm

    Makeshifer, having the ammo slot and buing different ammo will totaly screw every existing weapon mod there is cause there are already custon ammo for each gun
    I dont think thats needed

  53. Nikola(Nikica) - # March 25th, 2007 at 12:54 pm

    Cool!!!

  54. Kokits - # March 25th, 2007 at 2:23 pm

    I like the idea of going to the buy menu and being able to tell everyone to do one thing. Data, could this be possible?

  55. makeshifter - # March 25th, 2007 at 2:54 pm

    maxim dude that true. i thought of it and posted it without thinking about it. damn it. any way anyone click the my name yet i thought that might be a cool thing to show

    data don’t kill me its a tribute

  56. ChineseBoy14 - # March 25th, 2007 at 7:52 pm

    makeshifter…… Lol….

    Looks good! can’t wait for the new BUILD

  57. Carp - # March 25th, 2007 at 9:02 pm

    Maybe there could be a “build wall” AI setting (probably not for nest mod). You’d need to have some way of designating the spot, though. Perhaps a cursor? Said cursor could also be useful for specifying waypoints, and looking around where you don’t have units (I hate hearing enemy ships land where I can’t see them). And don’t scoff at AI’s ability to wall-build; given the way concrete behaves, one could just shoot at a point on a near ceiling and let gravity finish it off. And on flat ground, just aim up about, ehhh, 35-40 degrees and keep steady aim. Admit it, it’s possible, maybe even plausible.

  58. Officer_Bulbock - # March 25th, 2007 at 9:54 pm

    What would be cool would be a “repeat” mode- after selecting it you would have control of the actor again, and whatever actions you performed before you switched to another actor would be looped until you select him again. You could use this to spray concrete, spray an area with machine-gun fire etc without losing time having to do it yourself.

  59. Carp - # March 25th, 2007 at 10:05 pm

    You’re right, that’s more elegant. Damn you. Some still needs to do something about the vision problem, though.

  60. KamikazeDuck - # March 26th, 2007 at 12:28 am

    Great work Data, you have excellent ideas.

    I agree with cherryt though, it would be more practical if the icons were above the actor because then all the information about the player is in one spot. Maybe having it close in to the right of the health level would be a good spot.

    It just seems strange to have the player’s faces covered by an icon.

  61. p3lb0x - # March 26th, 2007 at 2:19 am

    HUZZAH!!! nice work data. ooh and is there anyway to bring back the old impact explosive gibbing?

  62. Foogooman - # March 26th, 2007 at 12:44 pm

    I agree, putting the icons above the player would be good.

  63. LetterSix - # March 26th, 2007 at 4:19 pm

    Hmm… So if those lines direct you to the next person you’re going to switch to,do they stay on the screen all the time? I that’d be kind of annoying, but if they pop up when you hold down the switch button, that’d be cool

  64. joemikkel - # March 26th, 2007 at 4:29 pm

    I think that putting the icons opn the actor’s head makes it more intuitive; think of it as setting the actor’s “brain” to a certain mode

  65. Munchkin - # March 26th, 2007 at 4:37 pm

    The icons on the actor’s head is fine as long as it only shows up when you press the key.

    By the way, Data, will you fix the AI a little so that they actually fire and enemies in front of them. Because they don’t if the enemy is too far (The other side of the view screen).

    Oh and yes it would be nice if you could tell the AI to put cover fire on an area.

  66. The maker - # March 26th, 2007 at 5:46 pm

    Percent wise how far are you and your team with this Data

    hopefuly over 50% ^(-_-)^

  67. Data - # March 26th, 2007 at 10:21 pm

    Yeah, over 50%.

    Although we’re looking to throw a lot more stuff (new map, new bunkers, new guys, and other) in this build than mentioned in this post, so stay tuned.

  68. KeroroCanti - # March 26th, 2007 at 10:34 pm

    Awesome! I’ve been waiting for AI improvements! I was hoping to see a new build when I got back from my vacation, but this is good too! Awesome… So, could you tell us a possible release of this new build?

  69. Data - # March 26th, 2007 at 10:38 pm

    kero: nope! made that mistake enough times ;p

  70. Juggz - # March 27th, 2007 at 4:48 am

    Any chance we can get a wall gun?

    Basicaly its has concrete that expands and piles like gold…

    For example with a gold gun, if you make a pile of gold then stick the gun in it and keep firing it just builds upwards.

    Can you do this with concrete and as a built in gun?

  71. Shadow - # March 27th, 2007 at 9:16 am

    I gonna say this nice and simple: COOOOOOOOOOOOOOOOOOOOOL!!! :D

  72. KeroroCanti - # March 27th, 2007 at 9:21 am

    @Data: Oh yeah… I remember… There was some chaos that week! I had completley forgotten about how crazy everyone went. Well, I can’t wait for this new build, but I have a question; what will the AI controlled characters who are set to dig for gold or whatever do when theres no more gold?

  73. Slappy Moose - # March 27th, 2007 at 10:02 am

    Data, did you read my ideas? No replies, so I didn’t think you did.

  74. Murahdus - # March 27th, 2007 at 11:25 am

    stop posting messages to him! he must work with the game 24/7. dont waste his time with messages ;P
    this is going to be really khuul, can’t wait! feels like we have christmas twice this year :D

  75. AKURYO - # March 27th, 2007 at 2:07 pm

    Kero, i think(yes i think!) your question is..a lil mad, what the AI chaR; will do when gold has all been took…they’ll stop of course…or they’ll take their knife and cruch their skull with it to make a super head-bone soup…

    hrm…sorry..

    Data, you sayd you’re more than 50% of the new build, i can’t remind, when did you begin? thanks!

  76. KeroroCanti - # March 27th, 2007 at 2:32 pm

    Yeah, your probably right. I was just wondering if he had thought that out. Maybe they could automaticlly switch to staying still or something when theres no gold left.

  77. Carp - # March 27th, 2007 at 3:26 pm

    Will network mp become available? In combination with voice chat, one could implement teams of more than four players, maybe even teams large enough to require hierarchy. THAT would be sweetness; there’s a reason the military has a chain of command. Even with only 4 players, a team could pull off some beautiful operations with coordination and a full screen for each player.

  78. joemikkel - # March 27th, 2007 at 5:02 pm

    Data, I don’t see why it’s a mistake to give us a release date – I mean, it’s our own fault and buisness if we stay up all night and make crazed posts :-) .
    On a serious note, Slappy Moose, Data doesnt have time to respond to everyone’s ideas. If they’re good enough, he’ll consider putting them in, maybe.

    Oh, and I agree with Murahdus – stop pestering Data with unreasonable demands that many people have already asked for many times – like online play.

  79. Juggz - # March 27th, 2007 at 6:19 pm

    @carp Hahahahahahahahaahahaahhaa… Do you know how hard that would be to implement in this game… also the lag… think of the lag…

  80. Keron Cyst - # March 27th, 2007 at 6:23 pm

    What if two actors are EXACTLY on top of each other? Perhaps the game would crash if you try to switch actors, lol :P Or, in those such cases it probably chooses by order of creation… anyhow, nice update.

  81. Kokits - # March 27th, 2007 at 6:38 pm

    @Juggz: CC isn’t even running on graphics hardware yet. Once it does, then CC will literally be lag-free.

  82. Slappy Moose - # March 27th, 2007 at 9:25 pm

    LOL I only asked because he replied to everyone else’s questions, and I am not pestering him with old questions.

  83. Carp - # March 28th, 2007 at 12:26 am

    @Juggz: I’m no programmer, so kindly explain: why would it be so hard? A better understanding of that sort of thing makes for more realistic ideas. As for the lag, besides graphics hardware, there’s always turning the speed down a notch of two (would have to be set beforehand and locked during play)
    @Data: I by no means expect any of this to happen, I’m just throwing off ideas.

  84. AquaGeneral - # March 28th, 2007 at 2:46 am

    Data should nt be rushed to get the new build out. I want a nice finished build not a completely rushed buggy as anything.

  85. Giant.Metal.Idiot - # March 28th, 2007 at 2:51 am

    Data, will the scene editor include a built-in material/actor/whatever editor?

  86. Juggz - # March 28th, 2007 at 6:52 am

    @carp

    This engine was not designed for network play (as far as data has said) so he would have to changes part here and there, then other parts wouldn’t work due to those being changed.

    Its a long and horrible process debugging the code…

  87. Tonza - # March 28th, 2007 at 10:15 am

    Gimme next build now!!!!!!!!

  88. Retroman - # March 28th, 2007 at 11:45 am

    Will this build fix the problem of the Ai walking a holes through my bunker?

  89. Data - # March 28th, 2007 at 12:21 pm

    retro, i’ve worked whole nights on that problem alone. It’s very tricky and has to do with the fundamentals of the physics engine, but think I have a solution. At least it’ll be less severe.

    Also the fact that the AI guys will not stupidly walk back and forth en masse since tehy’ll acutally use diggers of their own instead.

  90. Data - # March 28th, 2007 at 12:22 pm

    giant: No. It’ll only allow you to create scenes, for now. That means drawing the terrain contours, and placing pre-created terrain objects (bunker modules etc) and actors.

  91. Shalafi - # March 28th, 2007 at 1:46 pm

    What?! The AI will use diggers! It’ll be very challenging!

    CC is getting more and more like a comercial game.

  92. Batesman - # March 28th, 2007 at 2:32 pm

    every update-i’m getting more and more excited!!! I would wait two years for this build if I had to, probably more. So take your time too!

    And no, don’t give us a release date. Haha, I remember last time. . .

  93. PENGIN - # March 28th, 2007 at 2:34 pm

    It looks like a fine addition to an already stellar game.

  94. Cries - # March 28th, 2007 at 3:29 pm

    God, Data…
    You kinda managed to make
    CC one of my fave – games.

    And the new features will ROCK.

    *waits impatiently*

  95. Striker26 - # March 28th, 2007 at 3:39 pm

    oh crap….they will be able to use diggers?!?
    dang i need to get better defence

  96. Officer_Bulbock - # March 28th, 2007 at 10:04 pm

    DATA, given that there’s now AI modes, will the AI actually make attempts to defend their base, and use proper tactics like amassing troops and then swarming your base?

    Does the AI use gold to buy things yet? It would be nice if they actually had to mine to call in troops.

    Speaking of that, the ability to take “loans” would be very useful, but that’s another story…

  97. Carp - # March 29th, 2007 at 12:05 am

    Will they know how to use diggers as weapons? Obviously, other guns are usually preferable, but have you seen what they can do in close combat? Devastating.
    @Data: is Juggz right? Would network play be so hard to do? Because if the main difficulty is making it work with existing code, then the sooner the easier. Or you could just skip network altogether, but…. ah, well. There are always the modders.

  98. sylverone - # March 29th, 2007 at 12:55 am

    First of all, I would like to say one simple thing; Data, you rock. You hang out with all the cool people; Derek, Alec, Matthew, not to mention you got a picture of Miyamoto (advice; sell it on ebay ;) )

    About the upgrades; how is you progress with getting the AI to use the digger? How well can it search out/dig for gold? That seems like the hardest thing to do here…

  99. MaximDude - # March 29th, 2007 at 4:16 am

    So Data, will there be any major changes that will totaly screw our mods and stuff?

  100. Block - # March 29th, 2007 at 6:15 am

    I can’t believe that while I have lots of new games on my computer, cortex command still manages to be the most enjoyble game!

  101. Juggz - # March 29th, 2007 at 7:16 am

    Good question Maxim :D

  102. The maker - # March 29th, 2007 at 7:40 am

    Let me guess…

    60% done ^(-_-)^

  103. Kikka - # March 29th, 2007 at 8:14 am

    Bots will use diggers

    :::OSHI-:::

  104. MaximDude - # March 29th, 2007 at 8:45 am

    Dude, be patiend, you cant rush Data making cc, or else it will have a huge amout of bugs like build 12 had

  105. The maker - # March 29th, 2007 at 8:54 am

    Fine

    over 51% percent

  106. Data - # March 29th, 2007 at 1:39 pm

    Maxim, yeah we are making a LOT of changes this build. Probably most mods will need some work to make them compatible. I’ll outline what later, but it shuoldn’t be too hard.

  107. numgun - # March 29th, 2007 at 2:00 pm

    Any new variables to play with, Data?
    Or maybe a whole new class?

  108. MaximDude - # March 29th, 2007 at 3:30 pm

    OH NOES! LOTSA CHNGES!!! OH NOES NOES!!! MY PACK!!! 50+ WEAPONS + MORE LIKE 20 MORE STUFF! DAMN!!!! :(

    That’l require work… :/

  109. The maker - # March 29th, 2007 at 4:23 pm

    Thats a chat speak violation + verbal abuse + exceeding the smiley limit

  110. Striker26 - # March 29th, 2007 at 6:40 pm

    dude one smiley is not over the limit
    plus this isnt the forums, those rules dont apply here

  111. The maker - # March 29th, 2007 at 6:47 pm

    gah… i was making a joke

  112. Darkness122 - # March 29th, 2007 at 7:41 pm

    Lol. well then, from the dev log it looks pretty interesting, is there anything else you can tell us that your working on right now? You know..secrets etc.

  113. BreenedandScrooned - # March 29th, 2007 at 11:08 pm

    I don’t think Data’s all that bothered with people asking questions, It’s not like he has to read them.

  114. SATANA - # March 30th, 2007 at 1:47 am

    Im russian, this game veri veri good :)

  115. SATANA - # March 30th, 2007 at 1:53 am

    скорее бы полную версию игры. в этой игре задумка просто супер.

  116. Darkness122 - # March 30th, 2007 at 7:25 am

    Yea, Its not like we matter. =)

  117. The maker - # March 30th, 2007 at 7:34 am

    I predict…

    52% done ^(-_-)^

  118. MaximDude - # March 30th, 2007 at 7:37 am

    I predict…

    If you wont cut that out, a steel chair will hit your head though the internet :P

  119. The maker - # March 30th, 2007 at 8:54 am

    I predict Maximdude will wack me with a steel chair through the internet…

    and i will not post stupid I predicts anymore

    v(-_-)v

  120. Kazuki - # March 30th, 2007 at 12:10 pm

    What about the level designer? :3

  121. BreenedandScrooned - # March 30th, 2007 at 12:41 pm

    That’s probably won’t be coming out for awhile, I think Data’s more concerned about the AI at the moment.

  122. MaximDude - # March 30th, 2007 at 12:51 pm

    Yes, I think he is

    And it makes sence, would you like to have a level editor to make super maps but have crappy AI that wont shoot you from a metre away, or would you like to have badass AI and only after that make kickass maps?

    I think AI is more important then a level editor, cause you CAN actually make a level without it, but what will you do with crappy AI? Its not like you can edit it

    Priority #1 = AI

  123. TheLastBanana - # March 30th, 2007 at 4:20 pm

    I have a sinking feeling that maps are going to be different for AI paths and such…
    *shudder*

  124. joemikkel - # March 30th, 2007 at 6:10 pm

    I wish you could edit the AI….that would be awesome.
    I never knew the AI have paths, I thought they just walk towards your brain no matter what’s in the way…

  125. Carp - # March 30th, 2007 at 7:15 pm

    Or there are paths leading through solid (OK, semisolid) ground.

  126. ApTeMoH_nv - # March 31st, 2007 at 12:27 am

    AI must use jetpacks! =)
    I can’t wait anymore, I want to play, play, play! =)
    I hope, new version would come out by the first of April..

  127. MaximDude - # March 31st, 2007 at 5:11 am

    Nah, on April 1st Data will fool us by saying its out! But he will release it on the 2nd

  128. Giant.Metal.Idiot - # March 31st, 2007 at 5:53 am

    Data, how will selecting materials for the scene editor work?

  129. Shadow - # March 31st, 2007 at 9:35 am

    Will this edition have land veichles or transport rockets y’know getting out of the MK-1 then getting back in for transport?

  130. Munchkin - # March 31st, 2007 at 11:43 am

    Yes, that would be very good to be able to actually get back in, it would also be nice if you could tell the ships to pick up someone and then drop them somewhere else, but that might be for later version.

    by the way when do the doors come out?

  131. The maker - # March 31st, 2007 at 7:41 pm

    come on all the comments have stopped coming

    Doors are already out on the mountain side base scene

  132. Purple - # April 1st, 2007 at 12:21 am

    Could you add a new AI mode for rockets/dropships that instead of returning, or staying, they try their hardest to crash into the nearest enemy?

  133. Dj Demetrius - # April 1st, 2007 at 1:42 am

    oh, Data, why did you tell us about all this?! Now i gotta check your page every 15 minutes!

  134. Kikka - # April 1st, 2007 at 2:49 am

    I hope this will come out before easter vacation :D

  135. Kokits - # April 1st, 2007 at 9:41 am

    i think that this build will open up some interesting mechanics 2 use 4 rockets sry 4 bad english im using psp

  136. anonymous - # April 1st, 2007 at 10:31 am

    Will this build finally have the much vaunted rocket gibs?

  137. anonymous - # April 1st, 2007 at 10:32 am

    and yes ,vaunted is a word.

    P.S. sorry for double post but spelling is important.

  138. FEAR - # April 1st, 2007 at 2:27 pm

    sounds great!!!

  139. The maker - # April 1st, 2007 at 3:41 pm

    come on Data how far are you on making this super awesome build

  140. The maker - # April 1st, 2007 at 5:47 pm

    What happened to the 360 post hype?

  141. MaximDude - # April 2nd, 2007 at 2:34 am

    Last time Data told use the build was coming that da, but it came 2 days later, meanwhile, we posted like there was no tommorow…

    360 posts, thats the devlogs most long thread thingy!

  142. Robburdon - # April 2nd, 2007 at 11:46 am

    i really do want to see “hazing” between the actor classes. if anyone knows about transgenics, its taking specific DNA that does a specific thing, and putting it into another animal, giving the animal the properties of the DNA from the donor. This could be imlimented by a “module system” where you can start with ,ie, a human/robot actor class, then add modules form the same class, legs etc, or from a different class, like dropship thrusters, resulting in a actor that hovers but cand hold weapons. offsets would be b*****ds though…

    do you see what i am saying? and would this be implementable?

  143. HSC - # April 2nd, 2007 at 12:33 pm

    I…..MUST….GET….NEW…CC..BUILD!!!!!
    *WETS PANTS*

  144. iwillcontrolyou - # April 2nd, 2007 at 2:23 pm

    The AI will use diggers!? This could be bad….what kind of diggers? Because the only thing that could be worse than enemies pacing over your base is enemies with medium or heavy diggers TUNNELING INTO THE ROOF OF YOUR BASE.

  145. Red Jester - # April 2nd, 2007 at 3:58 pm

    @Robburdon

    Interesting thoughts. Nigh on impossible, though. Overly complicated for the program to make a rocket-cloney thing work in game without crashing SOMETHING.

    I’d say, no. But good idea.

    - The-Masses

  146. The maker - # April 2nd, 2007 at 4:44 pm

    Red Jester is… – The-Masses

  147. Slappy Moose - # April 2nd, 2007 at 4:58 pm

    Wow, I just thought of a really fun map/gamemode. You know that Matrix 2 (or 3… whatever) scene where a big robot drill falls through the human base’s ceiling and then robots come out? What if that was in CC? Me and my friend did that in coop. We waited in a tunnel while about 20 skeletons and stuff drilled straight down. When the started to just fall through the roof we opened fire and bodies just piled up. It was hilarious.

    My point being that it would be fun to have an underground base to defend from invading people that fell through the roof at you.

    My two cents worth…

  148. Kokits - # April 2nd, 2007 at 8:53 pm

    Slappy Moose: we will be able to do that when the map editor comes out. You would make an underground series of tunnels, with the brain underneath it all. Then the AI will dig to get to your brain, and will have to fight in the tunnels.

    And it was Matrix 3. Matrix 2 is when they started tunneling, but they got to Zion in 3.

    I wanna watch Matrix now :(

  149. Muffinmonkey - # April 3rd, 2007 at 4:34 am

    I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD I WANT BUILD

    sorry

    but I really want it

  150. MaximDude - # April 3rd, 2007 at 5:17 am

    Well you cant have it >:O :P

  151. Carp - # April 3rd, 2007 at 7:52 am

    Anyone wanna do a hunger strike? (Besides me, of course :P )

  152. Shalafi - # April 3rd, 2007 at 7:54 am

    Me

  153. MaximDude - # April 3rd, 2007 at 8:46 am

    Well, if you die from hunger, you wont get build 14, go ahead DIE! lol

  154. anonymous - # April 3rd, 2007 at 9:26 am

    does anyone know if this build will finally have the rocket gibs?

  155. Dj Demetrius - # April 3rd, 2007 at 9:49 am

    Why is it called a build anyways? Sounds like something made out of wood. (and i’m pretty sure Data’s using computers that’s not made out of wood)

  156. MaximDude - # April 3rd, 2007 at 11:45 am

    Anonymous dude, there are two mods on the forum
    One is mine (Original) rocket gibs for ummm buid 11… (I totaly need to update it…)
    And TheLastBanana’s rocket gibs (Banan’s right? Or.. someone elses…Im not sure :/ )
    Search!

  157. Prod - # April 3rd, 2007 at 1:13 pm

    Yeah, that’ll suck to convert all them mods I have, but what sucks more is that SOMEONE banned me from the forum for no reason. Was it you, Data?

  158. Shalafi - # April 3rd, 2007 at 1:46 pm

    Not yet? Not yet? Arrghhhhhhh (I start my two weeks holiday tomorrow, I’ll need CC Build 12, please make it, make it!)

    PD: Ignore me, everyone prefers a better build than a fast one.

  159. MaximDude - # April 3rd, 2007 at 2:07 pm

    CC build 12… You mean CC build 14…
    And Prod, now that sucks
    I think I know why you were banned though, not sure by who

  160. Prod - # April 3rd, 2007 at 3:06 pm

    I e-mailed this website asking why, but I haven’t got anything back. WHY JESUS???????

  161. The maker - # April 3rd, 2007 at 5:56 pm

    The Hype continues ^(-_-)^

  162. Juggz - # April 3rd, 2007 at 5:58 pm

    Prod, what was your name on the forum?

  163. The maker - # April 3rd, 2007 at 6:15 pm

    His name was Prod

  164. Prod - # April 3rd, 2007 at 7:09 pm

    Yeah, I MUST know why I got banned.

  165. MaximDude - # April 4th, 2007 at 2:18 am

    Offencive (Or is it offenSive?) language my friend
    Meh…

  166. anonymous - # April 4th, 2007 at 3:22 am

    I meant the OFFICIAL rocket gibs which we were promised several builds ago.

  167. MaximDude - # April 4th, 2007 at 4:09 am

    Ah… Dunno… I think im gonna update my rocket gibs… Ill make a new explosion and stuff

  168. anonymous - # April 4th, 2007 at 5:47 am

    jolly good , I can finally stop shooting them while praying that they will not get covered in so many bullets holes that they push a massive hole to the bottom of the screen.

  169. Shalafi - # April 4th, 2007 at 6:34 am

    Luck, Data didn’t tell any release data.
    If he had told one, I would be checking every 10 minutes… instead of 20…

  170. Juggz - # April 4th, 2007 at 6:49 am

    Prod, dont remember you… lol

  171. MaximDude - # April 4th, 2007 at 6:57 am

    Ok, so, my rocket gibs are updated, should I revive the thread?

  172. Robburdon - # April 4th, 2007 at 7:36 am

    @Red Jester

    Aye, t’would be very difficult to implement without crashing. there must be some kind of limiting factors of what could be added. ie. no more than one jetpack, etc.

    It would be semi implementable as it is already in the game.
    “AddActor = Leg
    InstanceName = Robot BG Leg 1
    Mass = 16
    HitsMOs = 0
    GetsHitByMOs = 1
    SpriteFile = ContentFile
    FilePath = Base.rte/Actors/Robots/LegBG.bmp
    FrameCount = 6
    SpriteOffset = Vector
    X = -9
    Y = -10″
    and

    “BGLeg = Leg
    CopyOf = Robot BG Leg 1
    ParentOffset = Vector
    X = 1.5
    Y = 7″

    There is proof. That is the code for a robot 1 BGleg. All you would need is to be able to add other “modules” of code

    eg. going with the dropship actor theme,

    RThruster = AEmitter
    CopyOf = Drop Ship Right Engine
    ParentOffset = Vector
    X = 49
    Y = -3

    This sort of code should be able to be added to the human/robot class, instead of a dropship or legs. It would take a helllllll of a lot of coding.

    Sorry if this is complete and other nonsense. (If you have absolutely no idea what i am on about look at my prev post @ number 142.

  173. Robburdon - # April 4th, 2007 at 7:38 am

    sorry about D posting, but this is what the code would look like:

    BGLeg = AEmitter
    CopyOf = Drop Ship Right Engine
    X = 1.5
    Y = 7

  174. Dj Demetrius - # April 4th, 2007 at 8:19 am

    ooh, cool…

  175. Foogooman - # April 4th, 2007 at 11:49 am

    I want it. I want it badly.

  176. Artemon_nv - # April 4th, 2007 at 12:01 pm

    Hey, Data!!! =) I want New Build! Or I would like to know WHEN it come out! When?!?!?! When?!?!?! When?!?!?!?!?!?!?! =((((

  177. Prod - # April 4th, 2007 at 12:47 pm

    I never got a warning though, nothing, I bet it was Wizard James, since it said he was on and he’s an admin, he probably just jumped to the conclusion that I was a horrible person. I didn’t deserve a ban, it was a defensive response to other people flaming my mods.

  178. MaximDude - # April 4th, 2007 at 12:57 pm

    No… It wasnt him

  179. The maker - # April 4th, 2007 at 7:47 pm

    Have you tried logging in now?

    when i look at your screename it doesn’t say you are banned

  180. makeshifter - # April 4th, 2007 at 8:45 pm

    im sorry im an old gamer and this has been bugging me since forever:

    CC MEANS COMMAND AND CONQUER DAMN IT! LOOK UP A NAME BEFORE YOU START CALLING IT THAT. THIS IS HOW “GEEK” GOT STARTED. THE DEFINITION OF GEEK MEANS STREET PERFORMER. AND ONE THAT DOES STUFF LIKE EAT CHICKEN HEADS. EITHER ESTABLISH ANOTHER NICK NAME FOR CORTEX COMMAND OR STOP BEING SO FUCKING LAZY AND TYPE THE WHOLE WORD!!!

    sorry had to get that out of my system. anyway I’ve also noticed that the forums have gone to a complete stop. why?
    well any way. make decent suggestions or don’t post. so here is my suggestion. and yes I’ve thought out this one maxim dude

    possibly when ever that get-into-vehicles code is put in possibly an armor that you can put on. and have different ones like. when you put one on it improves your current weapon. and another that makes you faster. or one that makes you extremely light. it could go on and on.

    well the man with the plan to wright really long posts. makeshifter out

  181. The-Masses - # April 4th, 2007 at 11:26 pm

    @Makeshifter

    1. Calm the bloody hell down. Seriously.

    2. Good idea. But we’d need major changes to the core of the game.

    You misspelled “write”.
    - The-Masses

  182. OMG - # April 4th, 2007 at 11:47 pm

    C&C means Command AND Conquer
    CC means Cortex Command
    STFU – you know what it means

  183. anonymous - # April 5th, 2007 at 12:27 am

    yeah maxim, would you please revive the rocket gibs post?

  184. Shadow - # April 5th, 2007 at 1:33 am

    You got any quess when this ready? Doesnt have to be very I just wanna know is it days, weeks, months or years.

  185. Shadow - # April 5th, 2007 at 1:35 am

    yay I can write.com I suppose to say “doesnt have to be very accurate I just wanna know is it days weeks, months or years” Now its repaired so normal people can understand what I TRIED to write xD

  186. MaximDude - # April 5th, 2007 at 2:52 am

    @Anonymous

    First page in the mods forum “MaximDudes Rocket Gibs (Updated 4/4/07)”

  187. Tr1gg3r - # April 5th, 2007 at 10:46 am

    Aye-i gotta nick short form for cortex command- Cormand. nice?

  188. anonymous - # April 5th, 2007 at 11:33 am

    nope that nickname is a bit rubbish , sorry but it’s true. just stick with cc. and stop arguing.

  189. Prod - # April 5th, 2007 at 12:49 pm

    I got atemporary ban, but enough about that. What worries me is that how much mods will need conversion, since the next build will have the new AI controls, which will mean that the actors that exist will need special coding added.

  190. anonymous - # April 5th, 2007 at 1:06 pm

    that will be a real bummer

  191. anonymous - # April 5th, 2007 at 1:07 pm

    to use a ghastly American term. *shudders*

  192. iwillcontrolyou - # April 5th, 2007 at 2:14 pm

    Crap…please let this be released soon…I just got on Spring break and it’s only a week long.

  193. The maker - # April 5th, 2007 at 4:05 pm

    I also just got on spring break.

  194. makeshifter - # April 5th, 2007 at 6:38 pm

    most likely it will be put on in 8 weeks give or take a few.

    i tried it and damn coding takes a while. dark basic pro was way to hard for me and thats supposed to be a EASY coder. so give data some more time unless YOU want to code it.

    @the-masses #1 i realize typing in all caps is annoying its just a really effective way to get people to read it.
    #2 i know it will take awhile to put in. why do you think a said, (and i quote) “when ever that get-into-vehicles code is put in” as in i don’t expect it to be now. maybe a few builds later.

  195. Droon - # April 6th, 2007 at 3:15 am

    I wonder when this build is comeing out

  196. Something - # April 7th, 2007 at 10:45 am

    Hoop it comes out soon…….

    PS: HAPPY EASTER…..i mean tommorow

  197. Something - # April 7th, 2007 at 10:46 am

    Hope it come out soon ive been waitin ages

    PS: happy easter… i mean tommorow..something

  198. Shadow - # April 8th, 2007 at 8:20 am

    I know this sounds sad but can the dying be more realistic y’know not like 8 pints shooting out of 1 bullet wound(make it less violent)

  199. Bandaid - # April 14th, 2007 at 9:37 pm

    How dare yee shadow. That would defeat the ultimate strategy, blood defense, the process of filling your bunker up with blood from your Vampires that you sprayed with acid and or dug through. Besides, who doesn’t like to see a paper cut kill someone from blood loss

  200. Bandaid - # April 14th, 2007 at 9:42 pm

    Though seriously guys, if its something like an idea for the mod, just go to general and post in either the New Ideas threads, or just don’ post. Only legit discussion of either the info presented or implications of hte info, that way we don’t get like 50 posts of OMG 1337 BUT CAN YOU MAKE IT SO I DONT DIE EVERY FIVE SECONDS CUZ I SUCK. Data, btw, CC is tight man. Though to me, imo, its registering slight gaps between dirt and stuff, which is why it collapses, causing you to sink. I am gonna chalk that up to the res that you make the contours out, so its good news that you are trying to fade them out.

  201. affiliateguidemarketinggirl - # August 28th, 2009 at 5:18 am

    It is a piece of great news to know about GA! It occupies a large proportion of my earning.

  202. travelaffiliateprogramgirl - # August 29th, 2009 at 4:59 am

    Thank you very much for lending me your hand.

  203. sportsbettingturnkey - # September 22nd, 2009 at 1:06 am

    Thank you very much, I love such a helpful post!

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