Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: RABBITPOLICE on November 14, 2009, 06:43:02 PM

Title: Sand box mod help
Post by: RABBITPOLICE on November 14, 2009, 06:43:02 PM
Ello guys im about to release the sand box mod but theres a problem im using the dm multiplayer format
and team 1 and 2 are alies I need to know how the teams on dm work in multiplayer
like team 1 = good
team 2 = bad

also were would I put the download link

thanks
Title: Re: Sand box mod help
Post by: AHadley on November 15, 2009, 10:04:00 AM
In DM, each team is against every other.

1 vs 2 vs 3 vs 4 vs 5... etc.
Title: Re: Sand box mod help
Post by: TheJamsh on November 16, 2009, 04:54:22 AM
It depends, if you have teamplay on, then you only have teams 1 & 2 against each other IIRC. (N1 will do that thing he does where im wrong now :P). Teamplay is set by the maps .inf...

Aside from that... can we see something of this actually working, seeing as sandbox is impossible...
Title: Re: Sand box mod help
Post by: AHadley on November 16, 2009, 09:29:17 AM
No editor in MP, remember, and no way will it ever be possible. That's thanks to all the spineless cheats who can't cope with a fair game.

As you may be able to tell, I am reformed. :lol:
Title: Re: Sand box mod help
Post by: RABBITPOLICE on November 20, 2009, 06:04:50 PM
i wanted to keep it a suprise but its a constructor who can build 81 items including ships in a dm map but i need it to work in team death match but team 1 and 2 are alies so how do i fix

Title: Re: Sand box mod help
Post by: Clavin12 on November 20, 2009, 07:11:56 PM
Not use team 2, but team 5?
Title: Re: Sand box mod help
Post by: AHadley on November 21, 2009, 12:26:34 AM
I would suggest trusting the players not to kill each other as soon as possible, as in GMod.
Title: Re: Sand box mod help
Post by: RABBITPOLICE on November 21, 2009, 08:29:33 AM
the constructor gots like a billion health


Ill try team 5 thanks =)
Title: Re: Sand box mod help
Post by: S.cavA.rmyG.en on November 27, 2009, 08:48:17 PM
Quote from: RABBITPOLICE on November 20, 2009, 06:04:50 PM
i wanted to keep it a suprise but its a constructor who can build 81 items including ships in a dm map but i need it to work in team death match but team 1 and 2 are alies so how do i fix


sounds like my SAT constructors but thay build 91 100 posseble but thats not enoth to build every thing in the game its not even enoth to build all thats in my MODs base tree.
speaking of wich you want me to make a verson for this MOD?
think it would take 8 totel constructors for everthing in the game that could have some space for all mods but I think only 4 max.
but still max units under one comander right now is 110 so its not inposable to fit everthing in some were. I still like 1.2 unit classes in some mods each F# grope could have 100 units or more
just you could not select 90 of them.
Title: Re: Sand box mod help
Post by: RABBITPOLICE on December 18, 2009, 05:12:21 PM
if you wanna make a version for this mod you can but my computers broke so i cant release until its fixed.
Oh and how did you manage to squeeze 91 items in constructor
Title: Re: Sand box mod help
Post by: Shadow Knight on December 18, 2009, 06:22:42 PM
Probably by using sub menus, like GH's constructors.
Title: Re: Sand box mod help
Post by: Mr X on December 19, 2009, 05:11:30 AM
Quote from: Shadow Knight on December 18, 2009, 06:22:42 PM
Probably by using sub menus, like GH's constructors.

If the max is nine options per menu then 81 is your limit with sub-menus (9x9)

91 would require sub-sub-menus (is this possible?)
Title: Re: Sand box mod help
Post by: TheJamsh on December 19, 2009, 05:42:07 AM
nothing can have sub-submenus.

81 items is maxmum for a constructor type unit. 100 items for a factory or building-based construction unit.
Title: Re: Sand box mod help
Post by: AHadley on December 19, 2009, 06:08:28 AM
Quote from: S.cavA.rmyG.en on November 27, 2009, 08:48:17 PM
sounds like my SAT constructors but thay build 91 100 posseble

In which case this is completely untrue. They do not build 91 at all, nor could they.

Show us proof and we'll believe you.
Title: Re: Sand box mod help
Post by: mrtwosheds on December 19, 2009, 09:30:14 AM
Quote81 items is maxmum for a constructor type unit.
Which is far too many for anyone playing bz2 to deal with.
Title: Re: Sand box mod help
Post by: Mr X on December 19, 2009, 10:17:45 AM
Quote from: mrtwosheds on December 19, 2009, 09:30:14 AM
Which is far too many for anyone playing bz2 to deal with.

It would be a bit cumbersome in game, wading through menus to find what you want.

That, or people's heads may explode from all of the possibilities.
Title: Re: Sand box mod help
Post by: S.cavA.rmyG.en on December 21, 2009, 11:14:11 PM
here this is psrt of a working ODF for a unit whith 100 buildable items you can test it your self just fill in the "__" 's whith what ever you whant ie. copy part to you own con
[GameObjectClass]
baseName = "ivcons"
classLabel = "constructionrig"
geometryName = ""
//cockpitName= "ivtank_cockpit.xsi"
cockpitName = "ivcons_cockpit.xsi"
scrapValue = 2000
scrapCost = 2000
buildTime = 5.0
maxHealth = 8000
addHealth = 10
maxAmmo = 0
collisionRadius = 5.0
unitName = "SAT.Constructor"
aiName = "RigFriend"
aiName2 = "RigEnemy"
heatSignature = 1.0
imageSignature = 2.0
radarSignature = 2.0
isAssault = 1
explosionName = "xplvehmid"
enableServiceTruckPull = 0

armorClass = H

//as you would gus I did take out the parts that make a SAT con work.

[DeployableClass]
timeDeploy = 2.0
timeUndeploy = 2.0
soundDeploy = "avartle0.wav"
soundUndeploy = "avartle4.wav"

[ConstructionRigClass]
HoverRig = true // if true, rig doesn't do the usual walking.
BeamColor = "0 255 0 255"
LineStartColor = "0 127 255 64"
LineFinishColor = "0 0 64 0"
BuildSparkConfig = "sparker" //custom build effect can be here

[BuildGroup1]  //works under ConstructionRigClass like FactoryClass.
buildLabel = "1"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup2]
buildLabel = "2"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup3]
buildLabel = "3"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup4]
buildLabel = "4"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup5]
buildLabel = "5"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item


[Buildgroup6]
buildLabel = "6"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup7]
buildLabel = "7"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup8]
buildLabel = "8"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup9]
buildLabel = "9"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup10]
buildLabel = "10" //this goup uses the 0 key for the submen.
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

//100 total units 10 grupes and 10 in each all work in game total units one player can
//command at once is 110 with 1-0 base keys used and all F# full.

soundBuild = "ivrecye3.wav"
soundFinish = "ivrecye5.wav"

//I think that will work for that.
//I found this out trying to make a Factory build like a con. and got the SAT
//in the end.
Title: Re: Sand box mod help
Post by: AHadley on December 22, 2009, 04:20:05 AM
The parts that make it work are the whole point. Without the whole ODF we can't be sure your design is actually going to work. AFAIK this is beyond the class's limits.
Title: Re: Sand box mod help
Post by: Nielk1 on December 22, 2009, 09:30:47 AM
It's 109 counting base slots, not 110.
Title: Re: Sand box mod help
Post by: S.cavA.rmyG.en on December 22, 2009, 08:07:16 PM
Quote from: Nielk1 on December 22, 2009, 09:30:47 AM
It's 109 counting base slots, not 110.
the con. part of the unit works I just removed the craft class setting and exc. that I used to get my SAT con. to work copy everything under [ConstructionRigClass] in to your own con. it sould work I just don't want some one copying the SAT con. till I am done with my Mod.
as for Nielk take a look at the "categoryTypeOverride = #" tag 10 is a base slot but it is normaly used for comtowers wich are not a used base buildings it uses the 0 key. :-P thats some thing new in 1.3 ta5
all the overrides are listed in Commando's mod log.
Title: Re: Sand box mod help
Post by: Nielk1 on December 22, 2009, 08:22:37 PM
Have you actuly TRIED this? I have NEVER gotten a 10th base slot EVER, and I tried. Thus, 109...
Title: Re: Sand box mod help
Post by: S.cavA.rmyG.en on December 22, 2009, 08:52:06 PM
fine 109 is still a good #.
now I gus I can try making the 10th work right?
don't think it will be to hard its just some small code to change.
no I did not test it becouse I did not want a comtower as a base building.
Title: Re: Sand box mod help
Post by: Shadow Knight on December 22, 2009, 09:02:56 PM
Quote from: Nielk1 on December 22, 2009, 08:22:37 PM
Have you actuly TRIED this? I have NEVER gotten a 10th base slot EVER, and I tried. Thus, 109...
Quote from: S.cavA.rmyG.en on December 22, 2009, 08:52:06 PM
fine 109 is still a good #.
now I gus I can try making the 10th work right?
don't think it will be to hard its just some small code to change.
no I did not test it becouse I did not want a comtower as a base building.

When one of the more experienced modders on the board says he's tried and failed, that's generally not a sign that it's possible
Title: Re: Sand box mod help
Post by: S.cavA.rmyG.en on December 22, 2009, 09:06:12 PM
it's possible just need to add 10 in to the config.
Title: Re: Sand box mod help
Post by: Clavin12 on December 22, 2009, 09:08:23 PM
How about we stop arguing and have him test it.
Title: Re: Sand box mod help
Post by: bb1 on December 22, 2009, 09:48:24 PM
Quote from: S.cavA.rmyG.en on December 22, 2009, 08:52:06 PM
fine 109 is still a good #.
now I gus I can try making the 10th work right?
don't think it will be to hard its just some small code to change.
no I did not test it becouse I did not want a comtower as a base building.

(http://img109.imageshack.us/img109/9263/poisonusgus.jpg)
Title: Re: Sand box mod help
Post by: Nielk1 on December 22, 2009, 10:41:35 PM
Quote from: Clavin12 on December 22, 2009, 09:08:23 PM
How about we stop arguing and have him test it.

Not sure who this is directed at but I tried it before as I said. Test it yourself, does not work. There is no such thing as baseslot 0/10. Thus you can have a max of 109 controllable objects at a time.
Title: Re: Sand box mod help
Post by: TheJamsh on December 23, 2009, 06:44:02 AM
yerp. not possible. 9 is the limit of base slots.
Title: Re: Sand box mod help
Post by: S.cavA.rmyG.en on December 23, 2009, 04:23:43 PM
but still a con. that can build a 100 units is possible and I have tested that.
Title: Re: Sand box mod help
Post by: Nielk1 on December 23, 2009, 04:58:56 PM
Quote from: S.cavA.rmyG.en on December 23, 2009, 04:23:43 PM
but still a con. that can build a 100 units is possible and I have tested that.

Yes, hence why NO ONE AT ALL said anything about your god damn constructor.
Title: Re: Sand box mod help
Post by: Shadow Knight on December 23, 2009, 07:15:05 PM
Quote from: S.cavA.rmyG.en on December 23, 2009, 04:23:43 PM
but still a con. that can build a 100 units is possible and I have tested that.
Nobody said it wasn't.
Title: Re: Sand box mod help
Post by: S.cavA.rmyG.en on December 24, 2009, 04:59:48 AM
Quote from: Shadow Knight on December 23, 2009, 07:15:05 PM
Nobody said it wasn't.
just trying to get back on topic.