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Topics - Nielk1

#21
OK, ideas ideas ideas. Examples:
Races with 2 modes that can be toggled, effecting everything.
Siegetank like in StarCraft
etc

So, Ideas? Give em all!

I might show you why later...

(Note: Ideas from other games, like for example, Chronosphere, are allowed and even encouraged, but they should be explained.)

EDIT: I'll spill the beans: http://www.bzcomplex.com/wiki/index.php?title=Factions_Concept_Sheet
#22
Battlezone 2 / Icons for you all
October 22, 2008, 10:50:37 PM
Since my first icon is BZ2 related I made the topic here. If icons not so BZ2 related get added it can be moved on over to OT.

Click on the images for the download pages.









#23
General Wiki Stuff / User Table, before it gets big
October 09, 2008, 12:12:54 AM
Bots like to register for the wiki a lot.
They register then post.

I suggest seeing if you can integrate with this forum's tables (you will have to re-assign the sysop positions) or add some custom line to the registration. For a while there, I had one that asked what 2+2 was and if anything other than 4 was there it gave and error who's string didn't even exist.

Just wanna try to warn you of some things I've learned by having a wiki myself.
#24


I'm working on this again and already have a lot planned. To see all on my plate please click HERE.

I want more ideas! Common! :wink:
(You can help more directly if you wish too.)
#25
Maps and Modding / This feels weird in here
September 15, 2008, 07:10:32 PM
As a sub forum and all.

EDIT:
I see BZ1 has one too, oooooooooooook
#26

Click the image to see the video.

[RecallMineClass]
isRecallMine = false // must be true for DLL to watch for this

teleIn = "" // Effect ODF spawned
teleOut = ""
teleFail = "" // Effect at enterence on fail, follows teleInAtMine
teleInAtMine = false // place the effect at the mine instead of at the owner

chanceOfExplosion = 0.0
chanceOfEnterExplosion = 0.0
chanceOfFullFail = 0.0
chanceOfBadDamage = 0.0 // hull and ammo at 1
chanceOfRuinedShip = 0.0 // max hull and max ammo at 1

exitExplosionSound = "" // played in 2D if user is player
enterExplosionSound = "" // blank works the way the DLL is written (no silence.wav)
failSound = "" // "Teleport Failed"
badDamageSound = ""
ruinedShipSound = ""

multiplyVelocity =  1.0, 1.0, 1.0 // x,y,z
addVelocity = 0.0, 0.0, 0.0 // done after multiplyVelocity

keepHeight = false // not stupid enough to put one underground, but does not consider ground otherwise
randomHeading = false

minRadius = 0.0 // variable landing area
maxRadius = 0.0 // variable landing area


Plan to add:
HeightVarianceLow = 0.0 // not sure how to use this with keepHeight, 0.0s = ignore
HeightVarianceHigh = 0.0 //Randomized value between these two on just how high up you will come out of the warp.
MinRange = 0.0
MaxRange = 0.0 // 0 forces ignore, negatives forced positive

Jammer Mine and structure to prevent use of this weapon.
#27
Quote from: Nielk1Gladius: HERE
Jack-Hammer: HERE

The Gladius, a new ISDF unit.

The Gladius was the sword of a gladiator and was mostly for entertainment: it made an echoing clang noise heard throughout the stadium. In that respect, this unit looks more special than it is.

It still needs turrets for its weapons, and a purpose and general characteristics. To me it seems like a slower tank, but to another I showed it to it was a small space craft. The spin makes it easier to see. I was wondering what it's load out might be. I could use it as my 'command tank' as the command tank type unit introduced in the Uler Mod is just a simple just and paste for the ISDF, but I see something more in this. Hence, opinions?

Oh yes, image:
#28
Maps and Modding / Achievements
July 27, 2008, 04:55:39 AM
While talking with OM while struggling to my last achievement in The Wonderful End of the World on Steam, I got a strange idea. What if BZ2 had achievements? In talking with OM, the idea expanded. It would have the achievements stored into a database though my website by existing user names. A series of security checks would be in place.

Only things I have a hand in would have achievements. On that note Steeveeo's Recycler Variant's Post Release Addons would likely get some of these, as well as my planned game modes.

I am posting this because I would like to know if there is any interest in using it outside of mine to actually put it together.
So, good idea?

Note: Achievements will likely be awarded with a date so they can be given more than once. Server time would likely be used. They will likely only be visible on my website and not in game.
#29


As chess and Unreal players should know, a mutator is something that changes the rules of the game.

Download:
File Dropper
BZComplex
JTWorld

Instillation:
Extract into your Battlezone II root folder.
Requires 1.3 PB4a

Notes:
To use some of these Recyclers, a custom CFG to see base slots 4 though 9 is suggested. SRV comes with one of these, but it is not yet available for 1.3pb4a. The current CFG was borrowed from SRV, but has issues with the NAV menu. This CFG is in addon\mrvp\ and can be removed any time.

Information:
Scrapper Recycler
Brings the scrap management of Battlezone to the world of Battlezone II. Build Silos, collect loose scrap with hovering scavengers, and turn scrap pools into regenerating scrap fields.



Fat Boy Recycler
Scavengers are replaced with a max of 5 Fat Boys, a new vehicle that is cable of both scavenging and generating its own scrap. These new vehicles are at hefty cost of 40 scrap and make scav defense a an extremely important part of the game. Know that scavs don't run away run following units or gun towers. Because pools are not used, a new unit called a Service Pylon Driller is available. It deploys on biometal pools and converts the resources to armor and ammo.


Merger Recycler
Creates a Recycler of the opposite race on deploy of the main Recylcer. The first Rec is on slot 1 and the 2nd on slot 4.

No Lung Recycler
The Scions use power generators in just like the ISDF. No structures use lungs.

No Power A/B Recycler
Neither side needs lungs or power generators. In the B variant, at least one template P.Gen must be made for the ISDF to build any other structures.

No Extract Recycler
This Recylcer breeds its own scrap. Service pylons can be deployed to make sure of pools.

No Resource A/B Recycler
This Recycler is a combination of the the No Power and the No Extract Recyclers.
#30
Maps and Modding / NotifyParent()
June 21, 2008, 01:31:56 AM
All of us CFG editors know this:
NotifyParent("Button::Press", "Quit");

Where when the event 'Press" as described by the 'Button' class occurs (this would be a button BTW), it sends the "Quit" message to the parent.

What other Class::Event combinations are there? I want to make it so mouseovering notifies the parent to change a text variable to display in a label. In short, you mouse over buttons and 1 spot tells you what they are.

EDIT:
NotifyParent("Button::Select", "Options");
works if the
Style();
includes
"RADIO"
#31
Battlezone 2 / Biometal here on Earth
April 07, 2008, 10:56:58 PM
Could it be?
EDIT: Nope, it's Silicon :(
#32
Maps and Modding / Battlezone Complex
February 27, 2008, 09:42:47 PM
I never did make a thread.

Near the end of last year, I got this strange feeling something bad was going to happen to the Battlezone Sites, but I did not know what. I began construction of 'Battlezone Complex' hoping I could produce something reasonable that would outlast whatever was coming.

The site includes a Forum, Gallery, Wiki, Bug Tracker, and Blog.
It is still a WIP, but is 90% ready. I am installing some last mods and adjusting the CSS one section at a time. Soon the forum will be complete and I will move on to another section.

>>>>>BZComplex<<<<<
#33
Maps and Modding / Gathering ANYTHING wikiworthy
February 11, 2008, 07:56:38 PM
OK, if you have not read the news, read it now.
Concentrate on the areas affected. I will post this in the BZ1 forum too.
Anything you want to keep, from tutorials to maps, please get it over to the wiki on the page in my footer.

At the beginning of any emergency archive page, please place this: {{UnsortedCoppy}}

Registering for a forum account will give you a wiki account automaticly.

The news post says this area is safe, but I want to be safe.
#34
Maps and Modding / KnQ: My plan for a new DM mode
February 09, 2008, 09:59:20 PM
King n' Queen

Some of us have played games where king of the hill is actually a game of 1 flag "ctf and hold it".
I plan to make 2 of these 'flags', the King and Queen, where both the owners of the crowns are allied, and all others are the enemy. This will be my learning project for making DLLs, so be prepared for questions.

Planned Features
Two crown shaped 'flags'
Crown owners are automatically allied (dissolved when crown is lost)
Rate of point increase depends on the proximity of the King and Queen

Possable Features
Special Weapons spawned in the 'thrown room' for King and Queen, or other perks.

Issues to Deal With
Flags are dropper off when they touch the flag of the carrier's team.
Teams allowed are 0 -15
A player can grab more than one flag, but only drop off the most recent. Dropping off is not an issue, but the king must not be able to get the queens flag aswell.

Questions
To ensure the crowns aren't dropped off, what teams can I use? 14 and 15 I think.
What teams can be used for object no player should have on their team (or on 0)?
#35
Maps and Modding / Those not so used classes
February 09, 2008, 02:06:25 PM
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?
#36
Battlezone 2 / Game Server List data access?
January 04, 2008, 11:07:23 PM
Is there anyway to get the game list data while not in Battlezone, into, lets say, a website?
#37
Public 1.3 Beta 3 Archive / Blurry Images
July 02, 2007, 09:02:10 PM
I never noticed until I started to play multiplayer more!
All the DXTs are blurry!  I have tried almost everything!
The noDXT tag isnt working and the only way to fix it is to take all the pic versions and use the make DXT program to render tham all at 1 mipmaps and put them in the addon folder.

When I set ingame mipmaps to 1 it is very pixilated, all other values are identicly blurry.

HELP?

DirectX: 9.0c (4.09.0000.0904)
Device: ATI RADEON XPRESS 200 Series
Driver: ati2dvag.dll v6.14.0010.6571

Need anything else?
#38
Can the following line be added to the end of the bzgame_keys.cfg in the pak and an empty cfg thrown in the addon under config so that customization is even easier?

Exec("bzgame_customkeys.cfg");

This way, people dont have the search for the bzgame_keys.cfg in the pak but can instead just pop their custom bindings in the easy to access files.  By putting it at the end of the cfg, it ensures that it can overwrite previous bindings.

This is NOT a big change, I just think it would be a nice thing to throw in there to make it esier for people to add in TV's and other binding mods (which will soon be on my wiki).

If this is not included, I will make it a DL on my site (as I will have to for other versions of bz2).


If I am making some mistake, like mabye that command can't be used there, plz tell me.  It seems to be working here?


A few more control presets would be nice too, I'll write them myself and submit them if need be. :roll:
#39
Public 1.3 Beta 3 Archive / Can a ship pilot a ship?
March 26, 2007, 12:58:11 PM
I know I have become a bit of a nuisance with my random suggestions and annoyances here.
I got a good one this time, I swear!!!!

I think that that code allowing pilots to pilot craft is under that class's code (I can't be sure), is it possable to add this code to other unit types so that it is active when the correct tag is present, ie: "pilotCraft = 1 //default 0"

The reason I ask is, I see a lot of mods that are using airplane, space, and under water maps and think that in some of these, pilots are not appropriate.  I would like to add an escape craft to a spaceplane, which I can do by editing a BZN, but also have this escape craft able to enter another empty unit and take control of it, as a pilot would.

Playing Fleshtorm, I notice that the Mecha 'pilots' are hover vehicles and thus cannot sneak into your base and steel your craft.  I also notice that Lizard had to make a special pilot for the swarm for multiplayer.  I like that special swarm pilot BTW, but I think that it would be neat if the swarm units you ask to "pick me up" would have the standard scuttle inside and that scuttle be able to use the ship I just exited.  OK, FS isn't the best example because it is fine as it is and I personally think the pilot is the best of all I have seen in Battlezone, but you get my point and reasoning.
#40
I know it's a bit taboo to make sugestions. :roll:

Can an extra key binding of 50% throttle be added.
I know that bz2 has varring throttle levels through an analog control (joystick).
I was hoping the q key (or mabey any other or a default of unset) could move the throttle at some percentage that is reasonable.

This is in no way required, but it seems it could be easy and I think it would make a nice little additon to Av's BZC.

I guess I am addressing this to GSH.  I hope you take it into consideration. :-D