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Odf question

Started by Clavin12, November 19, 2009, 12:41:00 PM

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Clavin12

When making an odf for a model (say, a hover scav) how are virtual classes used in the odf? Idk how that works.
C l a v i n 1 2

mrtwosheds

Dalek scav.

[GameObjectClass]
baseName = "dvscav"
geometryName = "dvscav00.xsi"
geometryScale = 1.0
classLabel = "scavengerH"
animCount = 1
animName1 = "pickup"
animFile1 = "dvscav00.xsi"
scrapValue = 10
scrapCost = 20
buildTime = 10.0
maxHealth = 3000
maxAmmo = 0
addHealth = 1
unitName = "Scavenger"
aiName = "ScavHProcess"
aiName2 = "ScavHProcess"
heatSignature = 5.0
imageSignature = 3.0
radarSignature = 2.0
isAssault = 0
Mass = 50000
armorClass = H
CanSnipe = 0
collisionRadius = 6.0
LightsOnlyWhenPiloted = true

provideCount = 2
provideName1 = "dvscav"
provideName2 = "VIRTUAL_CLASS_SCAVENGER"

lightHard1 = "hp_light_1"
lightName1 = "eyeblue"
lightHard2 = "hp_light_3"
lightName2 = "earlight"

[CraftClass]
rangeScan = 200.0
periodScan = 0.0
velocJam = 0.0
PathingType = 0 // -1 = auto, 0 = Hover, 1 = Walker, 2 = Person, 3 = Tracked, 4 = Flyer
TeamTransferrable = true
CanInteractWithTerminal = true
braccelFactor = 0.05f
strafeFactor = 0.1f
steerFactor = 1.0f
omegaFactor = 0.1f
velFactor = 0.2f

selectGoMsg = "iobey.wav"
selectOtherMsg = "iamready.wav"
selectWaitMsg = "iamready.wav"
holdMsg = "stay.wav"
goMsg = "iobey.wav"
stopMsg = "iobey.wav"
followMsg = "iobey.wav"
followMeMsg = "iobey.wav"
rescueMsg = "obeydale.wav"
repairMsg = "iobey.wav"
recycleMsg = "exterm.wav"
otherMsg = "iobey.wav"
holdMsg = "iobey.wav"



[HoverCraftClass]
setAltitude = 0.85   //Height from the ground
accelDragStop = 10.0    //Time of hands-off stop (more stops faster)
accelThrust = 50 // 15.0 //Acceleration/deceleration (more = quicker!)
accelJump = 25 //Jump limiter
LIFT_SPRING = 25.0
LIFT_DAMP = 7.0
alphaTrack = 16.0 // 14.0 //15.0 //Speed at which the ship rights itself, terrain following
alphaDamp = 12.0 // 6.0    // 10.0 // Shock absorbers - steadiness of ship, gyros in effect
pitchPitch = 0.225 // 0.05  Nose movement up (less is less)
pitchThrust = 0.05 //0.05 Nose movement down (less is less)
rollStrafe = 0.04 //  Amount of Roll while strafing (bigger is more)
rollSteer = 0.04 // Amount of Roll while steering (bigger is more)

velocForward = 15
velocReverse =10 
velocStrafe = 10 

omegaSpin = 1.0   //Speed of spinning while motionless (more is quicker)
omegaTurn = 1.0       //Speed of spinning while in motion (more is quicker)
alphaSteer = 1.0   //Sensitivity to steer (mouse) - more is more sensitive


soundThrust = "dalekthr.wav"


[DeployableClass]
HoverScavDeployAtAltitude = false
timeDeploy = 5.0
timeUndeploy = 5.0
soundDeploy = "srecy02.wav"
soundUndeploy = "trundepl.wav"

[ScavengerHClass]
animPickup = "pickup" // animation name to play on picking up a piece of scrap
animPickupCycle = 1 // 0 = loop, 1 = 2way
soundPickup = "suck.wav"
scrapHold = 20
deployClass = "dbscav"
deployOffset = 0.0
BuildSparkConfig = "sparker_d"
LineStartColor = "255 32 0 255"   // line effect start color
LineFinishColor = "0 32 255 0"      // line effect finish color
IsFearless = false//hmmm

[Lod1]
geometryName = "dvscavl0.xsi" ;geometry for lod1
distance = 75

Clavin12

#2
So you simply put the classlabel as the kind of virtual class you want? BTW is "isfearless" a real option?
C l a v i n 1 2

Red Devil

Open up ChangeLogs in BZ root and search for isFearless.
What box???

mrtwosheds

Virtual classes, eg provideName2 = "VIRTUAL_CLASS_SCAVENGER"
Are, I think, just for aip's (dll maybe too) to use, so that you can address a certain type of vehicle rather than a specifically named one. They are very useful.

IsFearless = true is how default scavs are, they will suicidally storm a wall of gt's looking for just one little piece of scap...

IsFearless = false causes them to turn around and trundle off to the nearest building if something shoots them (sort of like bz1) I am not sure if this is a good idea. strat players would just have to straff a gang of scavs to get them to all run away, leaving all the loose scap for them.