For all you who DO NOT know this, since PB3 (?) the ability to allow the morph command to toggle visual cloak and radar dampening has been added. (Otherwise know as Chinese Red Army Cloaking)
By slapping the following line under the [Morphtank Class] heading a ship will cloak when morphed. There is also a toggle put under the [Deployable Class] header for whether or not to allow weapons to be active while cloaked.
[MorphTankClass]
HiddenWhenMorphed = true // if true, Vir+Red turned on when morphed
CanScoutObjectifyWhenHidden = false // if true, Scout AI Class can target ship even when cloaked
[DeployableClass]
canAttackWhenDeployed = false // if false, weapons inoperative when deployed
[edit] I Plan to update this thread with more info on other ODF lines people may not know about. [/edit]
that can work on any vehicle?
im just about to do a little test on a modified sabre aka "-=Moderator=-"
No, MorphTankClass ONLY
You could just tell people to scan the changelogs for the words "added"
That's neat.
There was another, similar command I discovered a long time ago that completely radar cloaks hover units if they are moving below a certain velocity. It made the idea of setting up ambushes a lot more practical. I would look for it if anyone was interested.
velocJam maybe?
[/bz1]
Found it! It was in the bzone.map file from one of the earlier public betas.
Quote0003:0000a2e0 ??_C@_09HAHK@velocHide?$AA@ 006892e0 MorphTank.obj
In other words the variable is "velocHide = ##" and it goes under [MorphTankClass].
In fact there are quite a few variables that are unused in ODF files, or are simply absent, but implied. Using text editors to view the bzone.map files are useful for digging them out, as was looking for text strings in bzone.exe itself. Shame that the the new PBs no longer use map files.
Well, 'velocHide' doesn't exist in the BZ2 source code at all right now. It might have at one point, but it was unused. I don't delete things for the heck of it.
-- GSH
its in fvtank.odf.
I wonder if it ever worked?
It might be a BZ1-ism, or something else. Not sure. Searching the entire BZ2 codebase (not just morphTankClass), there's no mention of 'velocHide' or 'velocJam'.
-- GSH
I think it is a bz1 thing.
Bz1 allowed you to press Q to go slow and W for full speed. I think the velocJam mad pressing Q more useful.
Most, if not all, settings added in pb4a and before are mentioned in the ModLog I made a while back.
velocJam did nothing in BZ1, same as bz2...leftovers. Supposed to take you off radar if you are going a certain speed. Be neat if it worked, but it doesn't so oh well. Stealth tank would be more useful then, hit slow key and drive in stealth.
Quote from: bb1 on December 12, 2009, 11:14:03 AM
velocJam did nothing in BZ1, same as bz2...leftovers. Supposed to take you off radar if you are going a certain speed. Be neat if it worked, but it doesn't so oh well. Stealth tank would be more useful then, hit slow key and drive in stealth.
Nothing is more annoying than someone who thinks he knows what he's talking about, but he's just talking out his anus. velocHide DID work in BZ2 (at least in PB2), because I personally tested it out (if it didnt work then I wouldntve posted it) -- however is no longer part of the code.
I've dug thru code, at least back to 1.2. No such thing ever seems to have existed. And, BZ2 should have shipped with .sym files, not .map, as the (old) callstack dumps read in .sym files.
-- GSH
My PB3 install contains sym, map, lib and exp files.
Quote from: Zero Angel on December 12, 2009, 11:51:51 AM
Nothing is more annoying than someone who thinks he knows what he's talking about, but he's just talking out his anus. velocHide DID work in BZ2 (at least in PB2), because I personally tested it out (if it didnt work then I wouldntve posted it) -- however is no longer part of the code.
Quote from: GSH on December 12, 2009, 04:21:20 PM
I've dug thru code, at least back to 1.2. No such thing ever seems to have existed. And, BZ2 should have shipped with .sym files, not .map, as the (old) callstack dumps read in .sym files.
-- GSH
OOH! Take that schooling up YOUR anus, pal. And I was mainly talking about the bz1 function and the CURRENT bz2 function. Look closer before you accuse me of anus talking, bub.
Calm down, both of you.
Don't make me whip out mah yeti :evil:
Quote from: bb1 on December 12, 2009, 07:51:09 PM
OOH! Take that schooling up YOUR anus, pal. And I was mainly talking about the bz1 function and the CURRENT bz2 function. Look closer before you accuse me of anus talking, bub.
Fair enough.
this is a fun one I am using in my MOD.
[CraftClass]
CanInteractWithTerminal = true // default = true for all pilots/persons.
makes units able to use building terminals.
this Is a list of ODF tags I am not 100% surr what they do.
[StructureClass] ? not surr what it dose at all just know its there [Insert warning here].
{ComboShot} this ones listed but just has a pic no code on how or if it can be used nice pic but still can't use it without the code as a refence.
its still a good job you did on this Commando.
I read the howl log and just about all code I coud find on this game and others.
now to find something worth making out of it that is still something fun now that is hard.
ya I am crazy.
so back to topic.
[LockShellClass] something like LeaderRoundClass not 100% on all it dose.
"CLASS_TELEPORTAL" lol be lots of use if I can find what it dose.
[TeleportalClass ]settings unknown.
class listings form the mod log in dill cfg terms.
0: Returns the GameObjectClass's cfg string
1: Returns the ODF of the object
2: Returns the GameObjectClass's gCfg string (not 100% sure how it differs from 0)
3: Returns the entity type of the object, one of the follow (though
not all are possible for objects the DLL knows about). Values will be
a string from the following list:
"CLASS_ID_NONE", // undefined object (default)
"CLASS_ID_CRAFT", // hovering vehicle
"CLASS_ID_VEHICLE",// tracked vehicle
"CLASS_ID_TORPEDO", // miniature vehicle
"CLASS_ID_POWERUP", // power up pod
"CLASS_ID_PERSON", // pilot or soldier
"CLASS_ID_ANIMAL", // animal
"CLASS_ID_STRUCT", // generic building
"CLASS_ID_BUILDING", // important building
"CLASS_ID_SIGN", // mine object
"CLASS_ID_SCRAP", // scrap piece
"CLASS_ID_DEPOSIT",// scrap deposit
"CLASS_ID_BEACON", // nav beacon
"CLASS_ID_PLANT", // plant object
"CLASS_ID_TERRAIN",// terrain object
"CLASS_ID_WEAPON", // weapon object
"CLASS_ID_ORDNANCE", // ordnance object
"CLASS_ID_EXPLOSION", // explosion object
"CLASS_ID_CHUNK", // chunk object
"CLASS_ID_CRASH", // crash object
"CLASS_ID_COLLAPSE", // collapsing object
4: Returns the GameObject class of the object, one of the following (though
not all are possible for objects the DLL knows about). Values will be
a string from the following list (trimmed to 20 characters; filename is
just a hint in case you're trying to figure out what it means):
"CLASS_AIR" // AirCraft.h
"CLASS_ANCHORROCKET" // AnchorRocketClass.h
"CLASS_APC" // APC.h
"CLASS_ARCCANNON" // ArcCannonClass.h
"CLASS_ARMORY" // Armory.h
"CLASS_ARTIFACT" // Artifact.h
"CLASS_ARTILLERY" // Artillery.h
"CLASS_ASSAULTTANK" // AssaultTank.h
"CLASS_BARRACKS" // Barracks.h
"CLASS_BLINK" // BlinkDeviceClass.h
"CLASS_BOMBER" // Bomber.h
"CLASS_BOMBERBAY" // BomberBay.h
"CLASS_BUILDING" // BuildingClass.h
"CLASS_BULLET" // BulletClass.h
"CLASS_CANNON" // CannonClass.h
"CLASS_CANNON_MACHINEGUN" // MachineGunClass.h
"CLASS_CANNON_TARGETING" // TargetingGunClass.h
"CLASS_CHARGEGUN" // ChargeGunClass.h
"CLASS_COMMBUNKER" // CommBunker.h
"CLASS_COMMTOWER" // CommTower.h
"CLASS_COMMVEHICLE" // CommVehicle.h
"CLASS_CONSTRUCTIONRIG" // ConstructionRig.h
"CLASS_CRAFT" // CraftClass.h
"CLASS_DAMAGEFIELD" // DamageFieldClass.h
"CLASS_DAYWRECKER" // DayWrecker.h
"CLASS_DEPLOYABLE" // Deployable.h
"CLASS_DEPLOYBUILDING" // DeployBuilding.h
"CLASS_DEPOSIT" // Deposit.h
"CLASS_DISPENSER" // DispenserClass.h
"CLASS_EXTRACTOR" // Extractor.h
"CLASS_FACTORY" // Factory.h
"CLASS_FLAG" // FlagObject.h
"CLASS_FLAREMINE" // FlareMineClass.h
"CLASS_GAMEOBJECT" // GameObjectClass.h
"CLASS_GRENADE" // GrenadeClass.h
"CLASS_GRENADE_LASERPOPPER" // LaserPopperClass.h
"CLASS_GRENADE_POPPER" // PopperClass.h
// "CLASS_GRENADE_RADARPOPPER" // RadarPopperClass.h [Same sig as GRENADE_POPPER, uses that]
"CLASS_HOVER" // HoverCraft.h
"CLASS_HOWITZER" // Howitzer.h
"CLASS_I76BUILDING" // Building.h
"CLASS_JAMMER" // JammerTower.h
"CLASS_JETPACK" // JetPackClass.h
"CLASS_KINGOFHILL" // KingOfHill.h
"CLASS_LAUNCHER" // LauncherClass.h
"CLASS_LAUNCHER_IMAGE" // ImageLauncherClass.h
"CLASS_LAUNCHER_MULTI" // MultiLauncherClass.h
"CLASS_LAUNCHER_RADAR" // RadarLauncherClass.h
"CLASS_LAUNCHER_THERMAL" // ThermalLauncherClass.h
"CLASS_LAUNCHER_TORPEDO" // TorpedoLauncherClass.h
// "CLASS_LEADER_ROUND" // LeaderRoundClass.h [Same sig as CLASS_CANNON_TARGETING, returns that]
"CLASS_LOCKSHELL" // LockShellClass.h
"CLASS_MAGNETGUN" // MagnetGunClass.h
"CLASS_MAGNETSHELL" // MagnetShellClass.h
"CLASS_MINE" // MineClass.h
"CLASS_MINELAYER" // Minelayer.h
"CLASS_MINE_MAGNET" // MagnetMineClass.h
"CLASS_MINE_PROXIMITY" // ProximityMineClass.h
"CLASS_MINE_TRIP" // TripMineClass.h
"CLASS_MINE_WEAPON" // WeaponMineClass.h
"CLASS_MISSILE" // MissileClass.h
"CLASS_MISSILE_IMAGE" // ImageMissileClass.h
"CLASS_MISSILE_LASER" // LaserMissileClass.h
"CLASS_MISSILE_RADAR" // RadarMissileClass.h
"CLASS_MISSILE_THERMAL" // ThermalMissileClass.h
"CLASS_MORPHTANK" // MorphTank.h
"CLASS_MORTAR" // MortarClass.h
"CLASS_MORTAR_REMOTE" // RemoteDetonatorClass.h
"CLASS_MOTIONSENSOR" // MotionSensor.h
"CLASS_NAVBEACON" // NavBeaconClass.h
"CLASS_OBJECTSPAWN" // ObjectSpawn.h
"CLASS_ORDNANCE" // OrdnanceClass.h
"CLASS_PERSON" // PersonClass.h
"CLASS_PLANT" // Plant.h
"CLASS_POWERED" // PoweredBuilding.h
"CLASS_POWERUP_CAMERA" // CameraPod.h
"CLASS_POWERUP_MONEY" // MoneyPowerup.h
"CLASS_POWERUP_RELOAD" // ServicePowerup.h
"CLASS_POWERUP_REPAIR" // ServicePowerup.h
"CLASS_POWERUP_SERVICE" // ServicePowerup.h
// "CLASS_POWERUP_WEAPON" // WeaponPowerup.h [Same sig as CLASS_WEAPON, returns that]
"CLASS_PULSESHELL" // PulseShellClass.h
"CLASS_RECYCLER" // Recycler.h
"CLASS_RECYCLERVEHICLE" // RecyclerVehicle.h
"CLASS_SALVOLAUNCHER" // SalvoLauncherClass.h
"CLASS_SATCHELCHARGE" // SatchelCharge.h
"CLASS_SATCHELPACK" // SatchelPackClass.h
"CLASS_SAV" // SAV.h
"CLASS_SCAVENGER" // Scavenger.h
"CLASS_SCRAP" // Scrap.h
"CLASS_SEEKER" // SeekerClass.h
"CLASS_SEISMICWAVE" // SeismicWaveClass.h
"CLASS_SERVICE" // ServiceTruck.h
"CLASS_SHIELDTOWER" // ShieldTower.h
"CLASS_SHIELDUP" // ShieldUpgradeClass.h
"CLASS_SIGN" // BuildingClass.h
"CLASS_SNIPERSHELL" // SniperShellClass.h
"CLASS_SPAWNBUOY" // SpawnBuoy.h
"CLASS_SPECIAL" // SpecialItemClass.h
"CLASS_SPECIAL_FORCEFIELD" // ForceFieldClass.h
"CLASS_SPECIAL_IMAGEREFRACT" // ImageRefractClass.h
"CLASS_SPECIAL_RADARDAMPER" // RadarDamperClass.h
"CLASS_SPECIAL_TERRAINEXPOSE" // TerrainExposeClass.h
"CLASS_SPRAYBOMB" // SprayBombClass.h
"CLASS_SPRAYBUILDING" // SprayBuildingClass.h
"CLASS_SUPPLYDEPOT" // SupplyDepot.h
"CLASS_TELEPORTAL" // TelePortalClass.h
"CLASS_TERRAIN" // DummyClass.h
"CLASS_TORPEDO" // TorpedoClass.h
"CLASS_TRACKEDDEPLOYABLE" // TrackedDeployable.h
"CLASS_TRACKEDVEHICLE" // TrackedVehicle.h
"CLASS_TUG" // Tug.h
"CLASS_TURRET" // TurretCraft.h
"CLASS_TURRETTANK" // TurretTank.h
"CLASS_WALKER" // Walker.h
"CLASS_WEAPON" // WeaponClass.h
"CLASS_WINGMAN" // Wingman.h
"CLASS_UNKNOWN" // default
5-9: Gets the weapon config for weapons 0-4. Returns an empty string
if the handle specified is of an object can't carry such a weapon,
or has no weapon in that slot, etc.
10-14: Gets the weapon ODF for weapons 0-4. Returns an empty string
if the handle specified is of an object can't carry such a weapon,
or has no weapon in that slot, etc.
15-19: Gets the GameObject class for weapons 0-4. See list above in
point 4 for a list of possible return values.
default: 1.2 behavior, returns true/false if the string matches the
config exactly. As no ODFs should be starting with ascii chars 0-19
anyhow, this should be backwards-compatible.
Note: cases 3-19 haven't really been tested. Modders, please test
before 1.3-final. [NM
Thanks for the cut-n-paste.
We could have read that for ourselves. If there was a specific part that would have for example, backed up an agrument or something, that would have been more needed to be pasted.
Wasn't velcJam used for when hovering units moved excessively slow or not moving at all to drop of radar. The opening movie in BZ1 hints at that with the Soviet Tank coming to a screeching halt to drop of radar. I could have sworn that still works in BZ2.
There were values for all the units but i never saw them work.
other things like braccelFactor, omegaFactor, steerFactor etc, they never seemed to change the behaviour of my units either.
Quote from: TheJamsh on December 16, 2009, 07:19:00 AM
There were values for all the units but i never saw them work.
other things like braccelFactor, omegaFactor, steerFactor etc, they never seemed to change the behaviour of my units either.
The other vars you were talking about actually ARE used by the engine. I studied the behaviors a long time ago and came up with an idea of what most of them do.
i know those definately are used, but i would like to know exactly what they effect. lack of bloody ODF descriptions sucks..
Quote from: TheJamsh on December 18, 2009, 07:03:14 AM
i know those definately are used, but i would like to know exactly what they effect. lack of bloody ODF descriptions sucks..
I could not say It any better if I tryed!!!1!
Quote from: S.cavA.rmyG.en on December 21, 2009, 10:24:10 PM
I could not say It any better if I tryed!!!1!
That isn't saying much.
Also, it's 'tried' .
Quote from: Nielk1 on December 21, 2009, 11:11:51 PM
That isn't saying much.
Also, it's 'tired' .
It is getting late, after all. I'm tired too.
yea spelling :-P
Quote from: Sonic on December 15, 2009, 10:07:10 PM
Wasn't velcJam used for when hovering units moved excessively slow or not moving at all to drop of radar. The opening movie in BZ1 hints at that with the Soviet Tank coming to a screeching halt to drop of radar. I could have sworn that still works in BZ2.
Try the Amercian mission where you must "clean up things here on Europa before we move on to Titan". You have to destroy a mobile unit factory in this mission. When you finally get over to the soviet factory, there are 3 soviet tanks parked at the base of the S/SW entrance(a large hill), and 4 howitzers are parked in the NW if you are here very very early. When I initially come up on the base, all I see on radar are the two barracks, unit factory, and 4 howies... All of the tanks are not on radar until they move. Not sure if this is what you are talking about or not though.
Never noticed this in BZ2 though.
Quote from: bb1 on December 21, 2009, 11:12:57 PM
It is getting late, after all. I'm tired too.
LMFAO, I added the spelling bit to look slightly less like an ass and then spelled it wrong anyway >_<
Damn you spellcheck, changing my words.
Damn you spellcheck, changing my words. :x :x :x
Quote from: Vid on December 22, 2009, 06:32:41 AM
Try the Amercian mission where you must "clean up things here on Europa before we move on to Titan". You have to destroy a mobile unit factory in this mission. When you finally get over to the soviet factory, there are 3 soviet tanks parked at the base of the S/SW entrance(a large hill), and 4 howitzers are parked in the NW if you are here very very early. When I initially come up on the base, all I see on radar are the two barracks, unit factory, and 4 howies... All of the tanks are not on radar until they move. Not sure if this is what you are talking about or not though.
Never noticed this in BZ2 though.
Off radar when standing still is default.
VelocJam was to let you set a speed when the off radar would happen manually (code to overwrite the default) like..20. Set to 20 and the grizzly would not appear on radar at full speed.
Quote from: S.cavA.rmyG.en on December 22, 2009, 09:40:21 PM
Damn you spellcheck, changing my words. :x :x :x
Or you could just learn to spell, and not have to worry about it.