OV_City_on_the_Edge
XXXXXXXXXXXXXXXXXXX

This is my Overrun (OV) mission, an adaptation of DM_City_on_the_Edge.

The aim is to defend the water towers from Cybrid attackers. There is also a starfield vehicle which has been placed on top of one of the buildings which must be defended, it provides you with radar reports.

There are 4 turrets and 4 AI pilots to help you defend the city.

Around the city are various vehicle wrecks which provide pretty good cover from enemy fire (notice the emancipator with the dead pilot stuck through the window, cool or what?).

E-mail Bumpy Carrot at:bumpy_carrot@mailcity.com

NOTICE
XXXXXX

OVstdlib.cs is required to play this mission (see http://www.geocities.com/SoHo/Nook/9351/maps/index.html). This is a beta release, version b1.00. There is an experimental script included called AIQCstdlib.cs which, when executed, makes certain pilots (so far Delta Six and Tigress) say things when they kill/are killed. However, at present this script causes some confusion inside OVstdlib.cs, namely that every brid killed is counted as a self-destruct, so the line to execute this script in OV_City_on_the_Edge.cs is slashed out. If anyone can figure out why it is doing this, please tell me.
There is currently no way to heal or reload. I'm debating on whether I should add pads, or perhaps have a "you killed a 'brid, here's a zen!!!!!!" type thing.
The turrets are a bit weak, I dunno whether they should be strengthened or not. The AI or dumb as s##t too, they're from WAR_Martian_Standoff. I wanna add some uniqueness to their fightin styles, and if possible have Tigress and Delta Six simulate their characters in the game. If anyone knows how, please tell me. They also have default figs at the mo, I think I'll change them in the next release.
The starfield is getting the 'brids confused. I think that the game is coded so that AI give more priority to getting near to the target than to maneuvering to a firing position. They sometimes manage it, but I usually die before they do. Should I move the thing to the ground?
Final question:Do you like the vehicle wrecks? I tried to add a bit of realism and atmosphere and I wanna know how it came off. You'll notice the little effects I've added: the myrmidon tipped on the boulder, the goad collapsed on top of the gorgy, the emans pilot sticking outta the windscreen and the weapons strewn about around the wrecks. As well as this I thought that they'd be cool to duck behind. The gorgy in the kinda "nose-dive" position is great for tanks, especially recluses, all they gotta do is get between it's butt cheaks and fire away.

Bumpy Carrot.