Quote from: S.cavA.rmyG.en on December 23, 2009, 04:23:43 PMNobody said it wasn't.
but still a con. that can build a 100 units is possible and I have tested that.
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Show posts MenuQuote from: S.cavA.rmyG.en on December 23, 2009, 04:23:43 PMNobody said it wasn't.
but still a con. that can build a 100 units is possible and I have tested that.
Quote from: bb1 on December 22, 2009, 06:24:56 PMClasses 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.
You're classifying this with that big ugly 4 piece CCA ship thing
[WeaponClass]
classLabel = "dispenser"
wpnName = "OMFG WTF"
fireSound = "mmine01.wav"
wpnReticle = "gflare"
wpnPriority = 1
wpnCategory = "SPEC"
[DispenserClass]
shotDelay = 2.0
objectClass = "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
[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"
[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
[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
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.
Quote from: BNG Da BZ Fool on December 20, 2009, 03:56:24 PMSweet, i'm not the only person who plays Renegade and BZ2
...and here I thought you meant the C&C Renegade Mammoth, a 4 tracked behemoth with rockets and heavy armor.
Quote from: Clavin12 on December 17, 2009, 08:17:03 PMDid i just read you saying this thread isn't about the missions, then say it's about the missions?
This thread is not about missions at all. It's about the necessities of the story such as basic plot, and events.
Quote from: Clavin12 on December 15, 2009, 06:09:44 PMThe same time that voice in my head started speaking to me.
But since when do we need a pylon in bz2?
Quote from: iron maiden on December 11, 2009, 08:15:27 PMNot really.
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.
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