can you do that?
if not, can it be slipped into PB4?
Recycler is a tracked vehicle class, Hovering can be faked, but frankly it does not look so good and still behaves like a tracked vehicle.
My first Dalek recy design was a fake hover, I concluded that it did not look good and built some tracks for it. Much better now.
Recycler vehicles and buildings (and scavs/pools) are probably one of the most difficult models to make because of the deploy transition.
well my ship is 300 meters long, meh its got tracks on it but it wont deploy it just zips around the rough area i asked it to deploy in without stopping and being dragged in to deploy.
i ask it to deploy and it just folics around trying to do it but cant :S how cna ifix that?
times one ODF:
[GameObjectClass]
baseName = "fvpene"
geometryName = "fvpship00.xsi"
geometryScale = 0.1
classLabel = "recyclervehicle"
collisionRadius = 100.0
scrapCost = 0
scrapValue = 0
maxHealth = 70000
maxAmmo = 0
unitName = "Penetrator"
aiName = "DeployBuildingFriend"
aiName2 = "DeployBuildingEnemy"
heatSignature = 2.0
imageSignature = 5.0
radarSignature = 5.0
isAssault = 1
armorClass = H
///// shield /////
weaponMask = 00001
weaponHard1 = "hp_shield_1"
weaponName1 = "gshield"
weaponAssault1 = 0
/////////////////
[CraftClass]
rangeScan = 400.0f
periodScan = 5.0f
velocJam = 0.0f
TeamTransferrable = false
selectUser1Msg = "fvrecy02.wav" // building
selectUser2Msg = "fvrecy10.wav" // can't do
selectWaitMsg = "fvrecy04.wav" // yes sir
selectGoMsg = "fvrecy01.wav" // in transit
selectOtherMsg = "fvrecy04.wav" // yes sir
holdMsg = "fvrecy09.wav"
attackMsg = "fvrecy05.wav"
goMsg = "fvrecy05.wav"
goObjectMsg = "fvrecy04.wav"
user1Msg = "fvrecy02.wav"
user2Msg = "fvrecy13.wav"
followMsg = "fvrecy03.wav"
otherMsg = "fvrecy04.wav"
[TrackedVehicleClass]
velocForward = 10.0
velocReverse = 10.0
accelThrust = 50.0
omegaSpin = 2.0
engineSound = "irecy01.wav"
treadSound = "irecy01b.wav"
[TrackedDeployableClass]
timeDeploy = 5.0
timeUndeploy = 5.0
soundDeploy = "irecy03.wav"
[DeployBuildingClass]
deployName = "fbpene"
[RecyclerVehicleClass]
scrapHold = 0
</code>
Quote from: TheJamsh on April 27, 2008, 10:38:14 AM
can you do that?
if not, can it be slipped into PB4?
I think it's been said before that you pretty much missed your chance for anything new going into PB4. You should have brought it up a long time ago :P
Do something like BZC Did, Make it a hover scav and deploys on a pool.
Thats the only real way I know of :P
Going with wat Feared-1 said... The feature of a "hover" recycler was never needed to begin with (or was faked quite well by modders before) and the need for it is very little, so it was never added to pb4, and probably never will.... (there is always dll too.......)
Quotebut it wont deploy it just zips around the rough area i asked it to deploy in without stopping and being dragged in to deploy.
Normal problem with recyclers, mine did the same, tricky advising the exact solution, recys need to find the exact point to deploy on, so if they go to fast, for example, they will not deploy just drive back and forth missing the point every time. It may also have something to do with the tracks (invisible) and the position of their frame root, I assume they are being used to position it (by the game engine) similar to walker feet. The rate of turn also effects the recy's ability to deploy. Basically it has to be agile enough to be able to position itself at exactly the right point in a reliable manner.
can you not override the distance it needs to be from this point? you know have scavs slide across a pool to deploy?
check my recent post, the files are in there please look at it and adjust as you see fit
Quotethe files are in there please look at it and adjust as you see fit
No thanks, its enough fun getting my own one to work properly.
If its having because it keeps zipping past the correct path, maybe try adjusting acceleration? Do tracked vehicles have a accelDragStop setting? Stock units don't seem to have one but if it works you could set that to a low number. But, your above suggestion would work the best if you can do it.
Quote from: Feared_1 on April 27, 2008, 12:04:36 PM
I think it's been said before that you pretty much missed your chance for anything new going into PB4. You should have brought it up a long time ago :P
I brought it up before and with so many ways of being able to make it look hover, I believe it was decided that it would go to a very low priority and didn't make it on the list. :)
We did ask for a 'hoverbuilding', that was a generic 'deploy on a square and turn into a building'... and as was said it wasn't a high priority thing.
I did it in BZC by using the 'hoverscav' class. The problem with that is that you need a 'geyser' object to deploy on, which is actually a very tiny pool. :) This can be good or bad...
Good, because it allows you to specify the area you want a base in. Bad, because you have to 'seed' the area with invisible pools.
DLL can be tough also. Let's say you want to use a turret as your base object, and make a Recycler where it deploys. You can watch the turret, and make a Recycler when it deploys, but a Recycler has to 'own terrain' and depending on how you set up the building may 'snap back' to the center of a terrain square.
When it all comes down to it I had very good luck with invisible treads. I originally set the material opacity to zero, but you can also use an alpha channel in their texture and they won't even show up under 'one light source'.
The only issue then is that they sink over water. :(
-Av-
Quote from: Avatar on May 02, 2008, 11:40:43 AM
We did ask for a 'hoverbuilding', that was a generic 'deploy on a square and turn into a building'... and as was said it wasn't a high priority thing.
IF THATS NOT A HIGH PRIORITY THEN WHAT THE HELL IS????
Crashes. Resyncs. Bugfixes to existing code. Things that break STOCK. Etc.
Yea....
:) I think I'll poke at it though...hmmm
we need a hovering deployable class... simple
no, you need a hovering deployable class... simple
Yeah. The game functioned just fine for the past 9 years without one. Granted having one would be nice, it isn't critical to bz2's survival.
well whatever, if it goes in great if not ill have to find some other way of doing my mod
since it is illegal (bz2 wise) to release it... why are you making it at all?
What?
if youre talking my mod, that was my first one, but its for me only, my other one is a recycler variant.
its just started out, itll be for PB4 only because of new abilities with taps and more intelligent AI
my other mod however unfortunately cant be released because im using too many of others assets. that ones just for me
He said his first mod was a personal development project.
i was referring to what commando said
this topic got confusing quickly
can units go patrolling in PB4 lol?! randomness
I always did little merger mods for MP, but I wrote them to require the mods used to also be installed as it dredged up their assets.
Units can be told to patrol in PB* and 1.* The maps have to have patrol paths in them though.
what? patrol paths?
path points
i also believe some dll is required?
well i just thought about the 'HUNT' option and maybe adding a PATROL function.
would be cool. block 6/7/8 arnt taken up in most units :D
is there a way to watch all units in dll and any unit that has 'hunt' pressed will be directed to a random patrol path?? - well i know there probably is in c++
Yes, that can be done in the mission dll.
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In your honor, BBB, I added the hunt command to the DLL. I have it check the player who's using your IP, so they will derive the utmost benefit from it.
oh goody - ...what dll?
can it be done in the scriptor??
doubt it. but hey! you never know
Quote from: Red Devil on May 21, 2008, 05:19:51 PM
In your honor, BBB, I added the hunt command to the DLL. I have it check the player who's using your IP, so they will derive the utmost benefit from it.
The "HUNT BIGBADBOGIE" Command? :P
ah... when i tell a unit to hunt all the units will attack me - even my ones
With all due respect, a reciciler that hovers is a little....... Strange...
I mean, A huge chunk of metel floting in the air and then deploying, it is more relistic if it was tracked and went on the ground ;)
Shane
yeh but we could use it for other things, imagine if those huge ships in youre mod could deploy into buildings, without interfering with units flying above and below them...
if they could deploy you could take advantage of taps to create gun batteries (thats what im planning in my recy variant)
I did not think of that, Something like the space station on level 16 and 17.... I liked making that....
exactly :D so im blagging youre idea then going even further in my mod haha... well nto quite.
just going to get them to deploy into buildings so that i can spawn MANY gun batteries. PB4 lets you have up to 8 differnet ones too :D
assuming pb4 is ever released :-P
yeh fair point lol... although as far as im aware everything gone into it now. cant be long :)
Problem I see with using taps and trying to get gun battries to show is that you can only use 2 taps, and even if you try to tap them of eachother, they will only be in one place, but for a ship that you are using you will need them all over the place. Little tricky. When I made my mod, I just used two guns and the ship can move around. If it is deplaoyed it will be sitting there ready to be taken out.
The space station was diffrent as that does not move anyway.... Lovely work I must say ;)
How is this part of the mod going?
ah but thats the buety of PB4 my friend... as it allows up to 8 taps on one powered building, and they can all be different. so il ue heirachys to get say 32 plasma/rockets batteries or a mix on there
its going okay, my and GBD were tossing ideas around earlier... its going to be out a few months after PB4 i reckon,. because im working on three at a time atm haha
one other is a race expansion pack, adding in the Uler, Hadean, Cerberi, Phaer Rahn, Swarm into the mix with there own AIP's etc.
give me an extra few weeks ill throw the Borg in too if you want lol