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Those not so used classes

Started by Nielk1, February 09, 2008, 02:06:25 PM

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Nielk1

classLabel = "computer"
[ComputerClass]
harpoint1 = "hp_snap_3"
harpoint2 = "hp_snap_4"
NozzleOdf = "ibnozz01"
ShieldVel = 0.2 // Animation controller
ShieldAmp = 0.05 // Animation controller
Shield = "shield" // part of the mesh that will have UV animation


classLabel = "Cnozzle"
[ComputerClass]
beamname = "obj65"


classLabel = "i76building"
[BuildingClass]
loadAsDummy=1
dummyVersion=1103


So, what are these things?

Can I have a dummy building spawn a Computer Class and 2 Cnozzle Classes and have them linked, creating a core computer style situation but in a Strat?

Click on the image...

Lizard

computer class is used for the forcefields on the last mission on core, I used it to make waterfalls because you can have a somewhat animated texture.


not sure what other uses it has though.

Nielk1

#2
Oddly, the computer class also has settings for a nozzle and snapping points.

Also, the Cnozzle still puts its code under [ComputerClass]

Click on the image...

Avatar

AFAIK the first two are specialty classes tossed in at the end to support the CORE computer complex.  The last is an old friend, going all the way back to Interstate '76 that was the core of BZ1.

As stated, COMPUTER is the force field.  It has a scrolling texture but otherwise inert.

CNOZZLE is actually the only stock non-power providing tapped off object...  It allowed the individual destruction of the four big emitters at the end of the final mission.  Made me think that TAPS would have had a much brighter future given more time...

I76BUILDING is a functionless building.  If given a poweredBuildingClass entry it can tap off whatever you want, especially in 1.3.  Much better to use 'powered' class buildings, though, as you get a 'deploy' animation from them and they're otherwise the same as 'i76building'.

Are you sure you've seen all of the classes?


"aircraft"
"ammopack"
"animal"
"apc"
"armory"
"artifact"
"artillery"
"assaulttank"
"barracks"
"beacon"
"boid"
"bomber"
"BomberBay"
"camerapod"
"Cnozzle"
"commbunker"
"commtower"
"computer"
"constructionrig"
"daywrecker"
"deposit"
"extractor"
"factory"
"flag"
"flare"
"fv_walker"
"i76building"
"i76building" //"plant"
"i76building" //"plant"//
"I76Sign"
"iv_walker"
"jammer"
"kingofhill"
"magnet"
"moneybag"
"morphtank"
"objectspawn"
"person"
"plant"
"powerlung"
"powerplant"
"proximity"
"recycler"
"recyclervehicle"
"repairkit"
"satchel"
"sav"
"scavenger"
"scrap"
"seeker"
"sensor"
"service"
"servicepod"
"spawnpnt"
"spraybomb"
"supplydepot"
"techcenter"
"teleportal"
"terrain"
"torpedo"
"tripmine"
"tug"
"turret"
"turrettank"
"weaponmine"
"wingman"
"wpnpower"


-Av-

bigbadbogie

dont forget:

assaulthover

scavengerH

serviceH

---the newcomers
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Red Devil

What box???

Avatar

I should have mentioned those are the stock classes...  none of the 1.3 classes better be considered 'unused'  given the work Ken and Nathan did to give them to us...

-Av-

Nielk1

"commbunker"
"commtower"

what is the difference?

Also, I only listed i76building because of the odd lines about it being a dummy.

I knew about all but the CNOZZLE and computer's CNOZZLE entries

Is there a way to use CNOZZLEs without DLL work. Maybe a structure that can only be killed by destroying its tapped items (the nozzles)

Click on the image...

Zero Angel

#8
I think commtower only has a 'build once' limit.

These classes are still a mystery  to me:
  • camerapod
  • sensor (edit: nevermind, this paints enemies who get too close)
  • tripmine
  • teleportal
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

Nielk1

camerapod is a nav camera
sensor is an auto targeter (like scout's paint)
tripmine makes an object when you get too close (mits mine's pre suck form)
teleportal (good question)

Click on the image...

Commando

camerapod is useless for now.  It will be made useful in Public Beta 4, but won't be used by stock assets.

anomaly

How is it useless?  I remember playing around with a camerapod class object that I found hidden in the data.pak.  It even used the same model as the bz1 NAV beacon, though untextured.  Anyway, it seemed to work for me in that when I selected it, it would point in the direction I was facing.  Only problem was it seemed to waver slightly back and forth while selected.

bigbadbogie

what does a teleportal class building do??

does it have a deploy animation or that, i know that it doesnt auto teleport nearby units because i have tested it
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nielk1

I think it is a nuetered nothing class that some DLLs look for for teleporting.

Also, speaking of strange things in the pack.
Under World/Core (or maybe dark)/Something else/
there is a bases of a unit that is called a Cometary Fragment and it shoots ice balls.

Click on the image...

Commando

I bet it is an unfinished class.  Basically lacking any functionality due to bz2 being rushed out of the door.