Battlezone Universe

Battlezone Universe => Maps and Modding => Battlezone 2 => Modding Tutorials => Topic started by: General BlackDragon on October 20, 2009, 01:45:14 PM

Title: Talking BZ2 Encyclopedia.
Post by: General BlackDragon on October 20, 2009, 01:45:14 PM
Since i'm far too lazy to write out all the stuff I know about BZ1/BZ2 Modding, I decided to make this thread for anyone who want's to ask questions about BZ1/BZ2 modding. If you want to know if it's possible, how to fix a bug, Etc, I'll try my best to answer it, or someone else might.

Catagories I specialize in:

-Odfs
-Shells
-Xsi's
-Maps
-Setups/Configuration
-General knowledge of how BZ2 works. (If your dreams are possible or not)

Note, I also know a fair deal about AIP/DLL, although some of the other modders are more experienced in such areas. Red Devil, GreenHeart, and Nielk1 for instance. Just because something isn't listed above, doesn't mean that I, or somebody else, can't answer it.

Rules:

1: Read all the previous questions to make sure yours hasn't already been asked.
2: Please keep your posts consolidated and orderly, and stay on topic.
3: Try not to overwhelm me, replies to your questions will be made quoting your question.
4: Again, No Spam, Flames, or Off Topic posts!

So,...Who's first?
Title: Re: Talking BZ2 Encyclapedia.
Post by: Nielk1 on October 20, 2009, 02:33:21 PM
I would like to point out spelling counts in ALL modding. As such, please write Encyclopedia and Nielk1 instead of what you have. I can answer C++ DLL questions, if I am not too busy. I however WILL not teach you C++.
Title: Re: Talking BZ2 Encyclopedia.
Post by: AHadley on October 20, 2009, 03:46:10 PM
I'll keep a close eye on this one since the BZ2MD one quickly dissolved into a requests thread.
Title: Re: Talking BZ2 Encyclopedia.
Post by: General BlackDragon on October 20, 2009, 06:12:32 PM
If I could have access to delete/edit posts in this topic it'd help.
Title: Re: Talking BZ2 Encyclopedia.
Post by: VSMIT on October 20, 2009, 06:20:09 PM
What do you want removed?
Title: Re: Talking BZ2 Encyclopedia.
Post by: Lordtac on October 20, 2009, 11:40:40 PM
Alright here's a few questions

1- is it possible (AT ALL) to have a constructor build with its left arm and shoot with its right (I highly doubt it)

P.S. I never did ask if the constructor could "morph" at all, that might solve this problem if it can

2- Is there any work at all being done to improve aircrafts AI (attack process in particular)

3- Is it possible to have a aircraft spawn another aircraft (like shooting it from a gun) without the craft having to land (I've tried many forms of spawning but none seem to work, it always lands)

4- And finally, has anyone ever imported a model from another game into BZ2 (just wondering its not particularly important)
Title: Re: Talking BZ2 Encyclopedia.
Post by: VSMIT on October 20, 2009, 11:59:38 PM
Quote from: Lordtac on October 20, 2009, 11:40:40 PM
Alright here's a few questions

1- is it possible (AT ALL) to have a constructor build with its left arm and shoot with its right (I highly doubt it)
Nope.  You can mess with which arm it builds with by editing the XSI in notepad, though.

QuoteP.S. I never did ask if the constructor could "morph" at all, that might solve this problem if it can
Nope.  Only way to do that would be to use DLLs.

Quote2- Is there any work at all being done to improve aircrafts AI (attack process in particular)
Build an aircraft ODF and test the aircraft AI.

Quote3- Is it possible to have a aircraft spawn another aircraft (like shooting it from a gun) without the craft having to land (I've tried many forms of spawning but none seem to work, it always lands)
Have no idea.  I've not tried.

Quote4- And finally, has anyone ever imported a model from another game into BZ2 (just wondering its not particularly important)
Does Infinity count?  Either way, as long as you can get the model into 3DS Max or Blender, you can get it in game.  I could put a TF2 sentry in as a guntower if I wanted to.  (Damn, now I want to...)
Title: Re: Talking BZ2 Encyclopedia.
Post by: AHadley on October 21, 2009, 12:25:10 AM
As for three, presumably yes. Just change the gun's ordanance name. I haven't tried it though, so I'm not certain.
Title: Re: Talking BZ2 Encyclopedia.
Post by: General BlackDragon on October 21, 2009, 03:00:35 AM
Quote from: Lordtac on October 20, 2009, 11:40:40 PM
3- Is it possible to have a aircraft spawn another aircraft (like shooting it from a gun) without the craft having to land (I've tried many forms of spawning but none seem to work, it always lands)

The getting it to "morph" as soon as it's created can be done by using an odf switch.


[AirCraftClass]
AlwaysDeployed = false
AlwaysUndeployed = false

   Note: setting both to true is probably a bad idea. If either of
these is true, then requests to change state are ignored. Compiles,
but is untested. [NM]
Title: Re: Talking BZ2 Encyclopedia.
Post by: Clavin12 on October 21, 2009, 08:19:09 AM
Is it possible for a tank to lay or launch a mine that builds something?
Title: Re: Talking BZ2 Encyclopedia.
Post by: General BlackDragon on October 21, 2009, 08:33:24 AM
Quote from: Clavin12 on October 21, 2009, 08:19:09 AM
Is it possible for a tank to lay or launch a mine that builds something?

Yes thats easy. 2 ways, either a direct instant spawn, or a tripmine spawn. You make a flaremine that's payload name is what you want to spawn, or a tripmine that turns into a flaremine that's payload name is what u want it to spawn.

The flaremine could have a triggerdelay for however long u want it to be before it makes it. You could also add a kindof render to make it look like a build effect (plume of blue/white smoke? a revealing curtian? lol)

*imagines a sabre launching a mine that turns into a service bay* lol
Title: Re: Talking BZ2 Encyclopedia.
Post by: Nielk1 on October 21, 2009, 12:25:09 PM
Quote from: General BlackDragon on October 21, 2009, 08:33:24 AM
*imagines a sabre launching a mine that turns into a service bay* lol

Didn't think of the mine making it look like it was built, but I have a service bay mine actually.
Title: Re: Talking BZ2 Encyclopedia.
Post by: Clavin12 on October 21, 2009, 12:38:32 PM
Because if so you could make a tank (or rather a walker) that looks like a constructor which lays invisible mines that then build the building. You could also make it so that the mine freezes the vehicle until the building is done. Thus it could build and defend itself.
Title: Re: Talking BZ2 Encyclopedia.
Post by: Nielk1 on October 21, 2009, 12:52:12 PM
Quote from: Lordtac on October 20, 2009, 11:40:40 PM
3- Is it possible to have a aircraft spawn another aircraft (like shooting it from a gun) without the craft having to land (I've tried many forms of spawning but none seem to work, it always lands)

Look at the Mega Statue's weapons.
Title: Re: Talking BZ2 Encyclopedia.
Post by: TheJamsh on October 21, 2009, 01:02:59 PM
Quote from: Clavin12 on October 21, 2009, 12:38:32 PM
Because if so you could make a tank (or rather a walker) that looks like a constructor which lays invisible mines that then build the building. You could also make it so that the mine freezes the vehicle until the building is done. Thus it could build and defend itself.

That wouldnt work so well, mainly because you can lay a mine anyplace, but the building may not line up to a flat terrain area, or may be over water etc, the building would just 'spawn' whenever the mine was dropped. It wouldn't really work, without EXTENSIVE .dll help.

What is it with people and shooting constructors lately :P?
Title: Re: Talking BZ2 Encyclopedia.
Post by: Lordtac on October 21, 2009, 05:34:05 PM
Quote from: General BlackDragon on October 21, 2009, 08:33:24 AM
Yes thats easy. 2 ways, either a direct instant spawn, or a tripmine spawn. You make a flaremine that's payload name is what you want to spawn, or a tripmine that turns into a flaremine that's payload name is what u want it to spawn.

The flaremine could have a triggerdelay for however long u want it to be before it makes it. You could also add a kindof render to make it look like a build effect (plume of blue/white smoke? a revealing curtian? lol)

*imagines a sabre launching a mine that turns into a service bay* lol

This "kinda" solves my problem of what to do with my commander/constructor but how would I get a vehicle of ANY KIND to carry some 12 different kinds of mines???

maybe make the mine spawn into a building that's like a mini-constructor that builds any 1 building with no range (so it builds over itself) then recycles itself?
Title: Re: Talking BZ2 Encyclopedia.
Post by: General BlackDragon on October 21, 2009, 05:48:30 PM
Oh, the mine would only spawn 1 type of thing. I don't think you can reproduce the constructor style menu or options with a single anything without using DLL.
Title: Re: Talking BZ2 Encyclopedia.
Post by: Lordtac on October 21, 2009, 06:54:30 PM
how about a factory that builds a building over its original location then deletes itself.
Title: Re: Talking BZ2 Encyclopedia.
Post by: TheJamsh on October 22, 2009, 05:07:44 AM
Nope, only a bio-metal pool (or classLabel = "resource") can be replaced by another building.

Anyway theres no point having a factory that builds over itself when you can just upgrade it into the next building. The way you need to think is if stock might have a use for it, then it would be there.
Title: Re: Talking BZ2 Encyclopedia.
Post by: Lordtac on October 22, 2009, 08:18:22 PM
well having a building that can turn into anything is frankly out of the question, it would give the player way to much of an advantage/disadvantage in terms of resources.

having a mine that can spawn into what you command it to spawn into would be great if it could be worked out.

otherwise I'll have to figure something else out.

EDIT:

More questions

1- Is it possible to have a walker with a rotating top (rotates at torso) AND rotating arms at the same time (just up and down rotation left and right isn't needed)

2- If above isn't possible (all at same time) Is it possible to just have the walker turn at the torso while walking shooting etc.

3- I found out there is no way to rip the mechs from any of the mechwarrior games to speed things along, whats the BEST way to learn how to model (I'll need to help my modelers)

4- How do you create neat effects when a gun fires or a ship moves (jet streams from aircrafts, smoke from guns, explosions etc)
Title: Re: Talking BZ2 Encyclopedia.
Post by: AHadley on October 23, 2009, 03:58:11 AM
1) Yes, it's possible, most walkers do this already.

4) ODFs.
Title: Re: Talking BZ2 Encyclopedia.
Post by: TheJamsh on October 23, 2009, 06:13:31 AM
It'll take a lot of TIME to master effects and get them right. My biggest point to make is this: be SUBTLE. You will also need to learn how to make effects textures (because the stock ones are hoote) to make things like this:

http://www.youtube.com/watch?v=CTh29z0yETk (some oldish serenesis effects)
Waterfall for a new map im making (check oot the ripples :P)
(http://i239.photobucket.com/albums/ff29/thejamsh/Waterfall3-1.png)
BBB, you still got the link i sent you to the video of this?


BZ2's particle system is AWESOMELY flexible.
Title: Re: Talking BZ2 Encyclopedia.
Post by: General BlackDragon on October 23, 2009, 03:06:17 PM
ODF Renders are fairly easy. You just have to study and mess with existing render code found in weapons and learn how.
Title: Re: Talking BZ2 Encyclopedia.
Post by: TheJamsh on October 24, 2009, 03:52:21 AM
They are easy when you know what you are doing. The difficulty is getting them to look perfect. So far every effect in BZ2 that i see looks so hollow, and you can instantly tell the individual effects that make it up. I kept things really simple for the EP, because its meant to be stock-like, but damn most FX still look pretty shocking.

Steeveeo made some good'uns, but they were framerate destroyers. BZ2 seems to prefer lots of small renders, rather than a few very large ones. At least thats what ive found anyway.

Anyway... point i was making is that making effects is easy, making them look life-like and look good is the harder/time-consuming bit.
Title: Re: Talking BZ2 Encyclopedia.
Post by: Lordtac on October 24, 2009, 11:01:11 PM
So you can have the arms rotate independently of the torso on a walker such as the sasquatch
Title: Re: Talking BZ2 Encyclopedia.
Post by: Nielk1 on October 25, 2009, 12:21:34 AM
Sadly there is no way. Walkers use a single point as both X and Y.
Title: Re: Talking BZ2 Encyclopedia.
Post by: General BlackDragon on October 25, 2009, 12:37:15 PM
Okay, I have one for myself.

A while back i made a flamethrower that stuck to the target and essentially light the hit object on fire for a few seconds.

I'm trying to remake something just like that, but I can't seem to get the fire render to stay after the anchor sticks.

Does anyone have a working version of this? Either one I have to them (GH? N1?) Or one they made on their own?
Title: Re: Talking BZ2 Encyclopedia.
Post by: Nielk1 on October 25, 2009, 12:55:14 PM
I saw one in a mod I am beta testing. And TJ likely knows.

Isn't there a flag to re-enable the stuck anchor effects, but such a flag has a weird name as it is called something in relation to the cause of the bug and not the result.
Title: Re: Talking BZ2 Encyclopedia.
Post by: General BlackDragon on October 25, 2009, 02:31:23 PM
Quote from: General BlackDragon on October 25, 2009, 12:37:15 PM
Okay, I have one for myself.

A while back i made a flamethrower that stuck to the target and essentially light the hit object on fire for a few seconds.

I'm trying to remake something just like that, but I can't seem to get the fire render to stay after the anchor sticks.

Does anyone have a working version of this? Either one I have to them (GH? N1?) Or one they made on their own?

Whoops, see what happens when you forget new flags?

[OrdnanceClass]
RestoreFxSavegame = true
RestoreFxLockstep = true // <---- Had to be true not false.
RestoreFxVisual = true
Title: Re: Talking BZ2 Encyclopedia.
Post by: TheJamsh on October 25, 2009, 06:43:06 PM
Thats the one :) I used it to create a 'sticky rocket' that explodes after a short period of time.

Only issue is... only works on leaderrounds and anchorrockets... which sucks a bit, but bleh.
Title: Re: Talking BZ2 Encyclopedia.
Post by: Lordtac on October 27, 2009, 10:07:21 PM
Few more questions concerning walkers and other things.

1- if there is no way to have independent movement from torso to arms then is there a way to at least fake it? through effects make it look like the torso isn't moving? or perhaps will it bother anyone if the torso does rotate?

2- only 5 guns can be mounted on any vehicle whether their grouped or not. has GSH so much as budged on the idea of allowing open/limited weapon grouping (no more then 4 weapons per group for a grand total of 20 weapons)

Believe it or not most of my mechs and juggernauts would require open weapon grouping, we have plenty of work arounds but open weapon grouping would allow smooth coding and operation of said vehicles.

3- Is GSH the only person who modifies the BZ2 DLL code/source code/ Whatever you call it?

4- Is there ever going to be a BZ3? (I've never asked before)

5- how many units on the map at once in a MPI and/or a TStrat will cause lag or server crash. My mod seems to be pushing the limit pretty high.
Title: Re: Talking BZ2 Encyclopedia.
Post by: VSMIT on October 27, 2009, 10:27:17 PM
Quote from: Lordtac on October 27, 2009, 10:07:21 PM
Few more questions concerning walkers and other things.

1- if there is no way to have independent movement from torso to arms then is there a way to at least fake it? through effects make it look like the torso isn't moving? or perhaps will it bother anyone if the torso does rotate?
Don't know anymore.  I thought there was, but people have been saying no.

Quote2- only 5 guns can be mounted on any vehicle whether their grouped or not. has GSH so much as budged on the idea of allowing open/limited weapon grouping (no more then 4 weapons per group for a grand total of 20 weapons)
You cannot have more than 5 weapons hardpoints.  Period.  Therefore, you can have no more than five weapons (this includes shields and special).

Quote3- Is GSH the only person who modifies the BZ2 DLL code/source code/ Whatever you call it?
GSH and Ultraken are the only ones that have the sourcecode for BZ2.  The DLLs can be created or edited by users for mods.

Quote4- Is there ever going to be a BZ3? (I've never asked before)
No.

Quote5- how many units on the map at once in a MPI and/or a TStrat will cause lag or server crash. My mod seems to be pushing the limit pretty high.
Depends on three things: 1. The performance capabilities of the host computer.  2. The connection speed of the host computer.  3. The connection speed of the client computers.
Title: Re: Talking BZ2 Encyclopedia.
Post by: TheJamsh on October 28, 2009, 05:29:00 AM
You can rotate ONLY one thing at a time on ANY vehicle. It can be whatever part you want (well, within reason), but the model would have to be cleverly put together thats all.

However, if turret_x is NOT a child of the turret_y object, then you wont get ANY side-ways rotation for your arms, so it will just look wierd.
Title: Re: Talking BZ2 Encyclopedia.
Post by: Lordtac on October 28, 2009, 07:04:48 AM
Quote from: TheJamsh on October 28, 2009, 05:29:00 AM
You can rotate ONLY one thing at a time on ANY vehicle. It can be whatever part you want (well, within reason), but the model would have to be cleverly put together thats all.

However, if turret_x is NOT a child of the turret_y object, then you wont get ANY side-ways rotation for your arms, so it will just look wierd.

I just want up/down rotation on the arms and left/right rotation on the torso.

nielk has already stated that this is impossible because walkers don't use the same rotation as tank turrets. walkers appear to have a specific "Pivot" point on the body that it rotates from.
Title: Re: Talking BZ2 Encyclopedia.
Post by: TheJamsh on October 28, 2009, 07:13:13 AM
I dont have much experience with walkers but N1 does.
Title: Re: Talking BZ2 Encyclopedia.
Post by: General BlackDragon on October 28, 2009, 08:28:31 AM
Quote from: Lordtac on October 27, 2009, 10:07:21 PM
2- only 5 guns can be mounted on any vehicle whether their grouped or not. has GSH so much as budged on the idea of allowing open/limited weapon grouping (no more then 4 weapons per group for a grand total of 20 weapons)

Yeah, you can only have 5 hardpoints in 4 groups. If you try to use a 5th weapon group as a "special" using the special weapon fire key to activate it, it works in single player but in multiplayer it destroys the ability to chat in game.


One rude hack way around this is to get 10 different weapons is to use a morphtank and just make the morphed versions of the 5 weapons into different weapons.
Title: Re: Talking BZ2 Encyclopedia.
Post by: Clavin12 on October 28, 2009, 10:53:42 AM
Would it be possible to have a vehicle that hovers but can deploy into a tracked vehicle?
Title: Re: Talking BZ2 Encyclopedia.
Post by: VSMIT on October 28, 2009, 12:24:20 PM
Quote from: Clavin12 on October 28, 2009, 10:53:42 AM
Would it be possible to have a vehicle that hovers but can deploy into a tracked vehicle?
No, but you can fake it with a morphtank.  But the "treaded" vehicle won't have a turret like an assault tank.
Title: Re: Talking BZ2 Encyclopedia.
Post by: TheJamsh on October 28, 2009, 12:54:15 PM
Or with .dll, have a morphtank that morphs, then the .dll replaces it instantly with a tracked vehicle with exactly the same model as the deployed morph tank.

Would look seamless if done properly.
Title: Re: Talking BZ2 Encyclopedia.
Post by: AHadley on October 28, 2009, 01:10:57 PM
And may cause problems if the player is driving, as anybody who's deleted themselves in the editor can imagine :lol:
Title: Re: Talking BZ2 Encyclopedia.
Post by: Nielk1 on October 28, 2009, 01:17:47 PM
Can't you chain morphed states of weapons together? A unit with a custom weapon, or a race, (to prevent them from using stock weapons) could have near instant morphing with both modes being the same in every way and have a weapon that goes from A in Combat to B in Assault to C in Combat to D in Assault to A in combat. Thus, C key weapon cycling. (Theoretically possible but not proven.)
Title: Re: Talking BZ2 Encyclopedia.
Post by: AHadley on October 28, 2009, 03:48:46 PM
That is most definately worth a try! Hmm... working like that you could cycle every weapon in the game :lol:
Title: Re: Talking BZ2 Encyclopedia.
Post by: General BlackDragon on October 28, 2009, 04:28:23 PM
Yes you could do that. Hmm  :evil: