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Messages - Shadow Knight

#1
Maps and Modding / Re: Sand box mod help
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.
#2
Neither of us want targeting (apart from his idea of targeting his own flare mine with his ordnance to make it fire downwards).
#3
The 1.3 Community Project / Re: Some of the Beeb's stuff
December 22, 2009, 09:14:42 PM
Quote from: bb1 on December 22, 2009, 06:24:56 PM
You're classifying this with that big ugly 4 piece CCA ship thing  :?
Classes don't have any relation to appearance, only function (in general). You could turn a Sentry into a Mammoth and it would be a Mammoth.
#4
I tend to think of it more like Scions are human infused with biometal, while Furies are biometal infused with human.
#5
A week or two ago I got a meteor storm style effect rolling. Unfortunately I'm having the same problem as you are, where any faster makes them arc too much

http://www.youtube.com/watch?v=P1yY5rqwggs

gomfg
[WeaponClass]
classLabel = "dispenser"
wpnName = "OMFG WTF"
fireSound = "mmine01.wav"
wpnReticle = "gflare"
wpnPriority = 1
wpnCategory = "SPEC"

[DispenserClass]
shotDelay = 2.0
objectClass = "omfgmine"


omfgmine
[GameObjectClass]
geometryName = "igflar00.xsi"
classLabel = "flare"
scrapCost = 0
scrapValue = 0
maxHealth = 15000
maxAmmo = 1000
unitName = "OMFG ONOZ"
heatSignature = 100.0

[MineClass]
lifeSpan = 15.0

[FlareMineClass]
payloadName = "omfgbm"
fireSound = "smine01.wav"
triggerDelay = 2.0
shotDelay = 0.05
shotVariance = 5.2
damageRadius = 0.0
damageValue(N) = 100 // none
damageValue(L) = 50 // light
damageValue(H) = 5 // heavy
damageValue(S) = 50 // standard
damageValue(D) = 100 // deflection
damageValue(A) = 5 // absorbtion


omfgbm
[OrdnanceClass]
classLabel = "spraybomb"
shotGeometry = NULL
shotSound = "baz03.wav"
xplGround = NULL
xplVehicle = NULL
xplBuilding = NULL
rendername = NULL

ammoCost = 200
lifeSpan = 15
shotSpeed = 18.0

damageValue(N) = 0
damageValue(L) = 0
damageValue(H) = 0
damageValue(S) = 0
damageValue(D) = 0
damageValue(A) = 0

[SprayBombClass]
payloadName = "omfgb2"


omfgb2
[GameObjectClass]
geometryName = NULL //"ioartl00.xsi"
classLabel = "spraymine"
scrapCost = 0
scrapValue = 0
maxHealth = 120
maxHeat = 0
maxAmmo = 1
unitName = "FFS"
explosionName = "xstabcar_c"

[SprayBuildingClass]
payloadName = "omfg"
fireSound = "smort02.wav"
triggerDelay = 2.0
setAltitude = 300.0
omegaSpin = 100.0
shotDelay = 0.01
anglePitch = 5.0


omfg
[OrdnanceClass]
classLabel = "grenade"

shotGeometry = NULL
shotSound = "baz03.wav"

xplGround = "xomfg"
xplVehicle = "xomfg"
xplBuilding = "xomfg"

renderName = "omfg.render"

ammoCost = 1
lifeSpan = 1e30
shotSpeed = 20.0

damageValue(N) = 400 // none
damageValue(L) = 350 // light
damageValue(H) = 300 // heavy

damageValue(S) = 350 // standard
damageValue(D) = 300 // deflection
damageValue(A) = 400 // absorbtion




[Render]
renderBase = "draw_multi"
renderCount = 3
renderName1 = "omfg.smoke"
renderName1 = "omfg.flame"
renderName2 = "omfg.trail"


[Light]
renderBase = "draw_light"
startColor = "80 255 80 500"
finishColor = "80 255 80 500"
startRadius = 25.0
finishRadius = 25.0
animateTime = 1.5
attenuateConstant = 0.0
attenuateLinear = 1.0
attenuateQuadratic = 0.0

[Flame]
renderBase = "draw_twirl_trail"
textureName = "blast.tga"
textureBlend = "one one modulate"
startColor = "255 255 80 127"
finishColor = "0 255 0 0"
startRadius = 5.2
finishRadius = 0.1
animateTime = 1.1
rotationRate = 10.0
emitDelay = 0.001
emitVelocity = "0.0 0.0 0.0"
emitVariance = "1.0 1.0 1.0"
emitLife = 1.1

[Smoke]
renderBase = "draw_twirl_trail"
textureName = "blast.tga"
textureBlend = "one one modulate"
startColor = "80 255 80 31"
finishColor = "0 255 0 0"
startRadius = 5.4
finishRadius = 1.0
animateTime = 0.1
rotationRate = 10.0
emitDelay = 0.005
emitVelocity = "0.0 0.0 0.0"
emitVariance = "1.0 1.0 1.0"
emitLife = 1.1

[Trail]
renderBase = "draw_trail"
textureName = "smoke2.tga"
textureBlend = "one one modulate"
textureRate = 0.01
startColor = "255 255 80 127"
finishColor = "0 255 0 0"
startRadius = 5.1
finishRadius = 0.0
segmentTime = 1.2
lifeSpan = 1.1
#6
Maps and Modding / Re: Sand box mod help
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
#7
Quote from: BNG Da BZ Fool on December 20, 2009, 03:56:24 PM
...and here I thought you meant the C&C Renegade Mammoth, a 4 tracked behemoth with rockets and heavy armor.
Sweet, i'm not the only person who plays Renegade and BZ2

#8
Maybe if you scale the gun to about 50%, but keep it's base as is. That way you could put a second one up there and you have a scout.
#9
Maps and Modding / Re: Sand box mod help
December 18, 2009, 06:22:42 PM
Probably by using sub menus, like GH's constructors.
#10
Quote from: Clavin12 on December 17, 2009, 08:17:03 PM
This thread is not about missions at all. It's about the necessities of the story such as basic plot, and events.
Did i just read you saying this thread isn't about the missions, then say it's about the missions?
#11
Quote from: Clavin12 on December 15, 2009, 06:09:44 PM
But since when do we need a pylon in bz2?
The same time that voice in my head started speaking to me.

"CONSTRUCT ADDITIONAL PYLONS"
#12
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.
#13
The 1.3 Community Project / Re: Poll for Story Writing
December 13, 2009, 08:53:54 PM
Oh lawd, another poll. What's wrong with just some people writing stories and putting them forward?
#15
The 1.3 Community Project / Re: Restarting
December 11, 2009, 10:27:08 PM
Quote from: iron maiden on December 11, 2009, 08:15:27 PM
You have a point, but it is kind of hard to build a race without a definate back story and not knowing whats going on.
Not really.
eg.
We want a third Cthonian faction, so let's make some units and texture them cthonian-like. Anything unique for missions can be developed later.