this is a new building I am trying to make so it can be moved by a tug but the setting I found for this dose not seam to work.
just a littel help needed.
yes the model works and I made it.
(http://i970.photobucket.com/albums/ae190/S_cavA_rmyG_en/AirBase.jpg)
(http://i970.photobucket.com/albums/ae190/S_cavA_rmyG_en/top.jpg)
(http://i970.photobucket.com/albums/ae190/S_cavA_rmyG_en/interface.jpg)
(http://i970.photobucket.com/albums/ae190/S_cavA_rmyG_en/groud.jpg)
Have you noticed that there is a section of the forum called, "Maps and Mods?" Don't you think this should go there, instead of in the "Battlezone 2 Mods" section?
Good. Because it's going there.
ok so now its here anyone have a idea on how to fix it.
this dose not seam to work.
[GameObjectClass]
Tuggable = -1 // -1 = default behavior, 0 = never tuggable, 1 = always tuggable
[GameObjectClass]
Tuggable = 1
Structures which own terrain (which I assume it does because of the terminal) CANNOT, CANNOT!!!, be tugged.
yeh, its impossible. Even with .dll it cant be done (not very well).
Quote from: Warfreak on December 06, 2009, 04:09:15 PM
Structures which own terrain (which I assume it does because of the terminal) CANNOT, CANNOT!!!, be tugged.
own terrain well I can get it to work then.
It dose not need the termainal for my mod.
grate news.
Its a building.
You cant tug buildings, thats just the way it is.
Quote from: TheJamsh on December 06, 2009, 04:36:49 PM
Its a building.
You cant tug buildings, thats just the way it is.
I wonder why its just like all other models in bz2 in that it uses a hard point for a destencer I gues next I will try to get it to move its self but still think I can get it to work by conveting the odf and the model some more kind of want it to be tuged to balence it but I can settel on making it in to a self prepeld flying ship.
its esey enoth to do just takes some editing.
yes I am crazy if I wasn't this would never work.
Makes me wonder now if something like a simple turret could be made in the form of like a gun tower that can deploy just about anywhere; direct it to where you need protection and wala instant base and bio pool protection?
Buildings cannot be moved once they're placed.
FS hase a hole base of them I figerd out how to do the same kind of thing made it work.
I now got a move able building it can not build wall moving but still it moves.
I hade to make the model read more like a ship but now it works I set it to undeploy to move kind of balences having a flying building.
Quote from: Warfreak on December 06, 2009, 04:09:15 PM
Structures which own terrain (which I assume it does because of the terminal) CANNOT, CANNOT!!!, be tugged.
stuctures can have a terminal and not own terrain I tested it works.
...No.
Quote from: BNG Da BZ Fool on December 07, 2009, 12:13:55 AM
Makes me wonder now if something like a simple turret could be made in the form of like a gun tower that can deploy just about anywhere; direct it to where you need protection and wala instant base and bio pool protection?
I will try that next its do able all I need to decid is how I want it to look.
its 3:16 here so I will latter feel free to coment I will get to them latter.
Terminals will not work if the building they're used on does not own terrain.
Quote from: VSMIT on December 07, 2009, 02:17:17 AM
Terminals will not work if the building they're used on does not own terrain.
this is form the building as long as it has WeaponConfig = "iweapon.odf" and a refence to the terminal in the odf it works.
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
ownsTerrain = 0
isAssault = 1
isSingle = 1
god I changed so much of the units stucture the ai treat it half as a building half as a ship has hard points form bouth and usese a recycler odf to build with it works if I realy need to send you a copy fine.
I give you a copy of your nuke wall I am at it.
Quote from: S.cavA.rmyG.en on December 07, 2009, 04:19:21 AM
this is form the building as long as it has WeaponConfig = "iweapon.odf" and a refence to the terminal in the odf it works.
iweapon.odf is used for factories to tell them what weapons vehicles can be loaded out with. Has nothing to do with mobility or terminals.
Package it up and give it to us as proof of concept, or it didn't happen.
[GameObjectClass]
baseName = "ibairb"
geometryName = "ivairb02.xsi"
unitIcon = "icon_base_fact2.tga"
classLabel = "recycler"
scrapCost = 75
scrapValue = 15
maxHealth = 9000
maxAmmo = 0
unitName = "Air base"
aiName = "BuildingProcess"
aiName2 = "BuildingProcess"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
ownsTerrain = 0
isAssault = 1
isSingle = 1
explosionName = "xbldlarge_srv"
armorClass = H
requireCount = 1//0
requireName1 = "ibpgen2"
requireText1 = ""
provideCount = 3
provideName1 = "ibfact"
provideName2 = "ibfact2"
provideName3 = "ibairbd"
collisionRadius = 4.0
lightHard1 = "hp_light_1"
lightName1 = "o_white_nf"
//[HoverCraftClass]
//velocForward = 10.0
//velocReverse = 5.0
//accelThrust = 3.0
//omegaSpin = 0.5
//omegaTurn = 0.5
//accelThrust = 19.0 // acceleration [20.]
//accelBrake = 75.0 // braking
//accelDragStop = 6.0 // how fast it stops once hands are off controls [5.9]
//accelJump = 15.0
//setAltitude = 1.0 // how high off the ground
//alphaTrack = 21.0 //springs speed it rights itself [5.]
//alphaDamp = 8.0 //shocks [5.]
//pitchPitch = 0.25 // nose up [.1]
//pitchThrust = 0.1 // nose down [.14]
//rollStrafe = 0.09 // rolls while strafing [2.]
//omegaSpin = 3.0 // spinning in place speed [2.2]
//omegaTurn = 3.0 // turning while moving speed [3.0]
//alphaSteer = 5.5 // how fast it responds to steering [4.9]
//rollSteer = 0.12 // rolls while steering [2.0]
//soundThrust = "itank01h.wav"
//soundTurbo = "avrckte1.wav"
//this copy dose not move that is a set of 3 I am still working on but this sould prove
//my point,
[PoweredBuildingClass]
SoundSwitchOn = "poweron.wav"
SoundSwitchOff = "powerdown.wav"
detectRange = 100
[BuildingClass]
tunnelCount = 1
tunnel01X0 = 3
tunnel01Z0 = 3
tunnel01DX = 2
tunnel01DZ = 4
tunnel01Edge = "wwtw"
soundAmbient = "ibfact00.wav"
// play ambient sound
[FactoryClass]
BeamColor = "0 32 64 32"
LineStartColor = "0 127 255 64"
LineFinishColor = "0 0 64 0"
BuildSparkConfig = "sparker" //custom build effect
WeaponConfig = "iweapon.odf"
soundBuild = "ibrecy02.wav"
soundFinish = "iapc04.wav"
reloadMsg = "ivrecy12.wav"
rescueMsg = "ivrecy13.wav"
[BuildGroup1]
buildLabel = "Primary Units"
[BuildGroup2]
buildLabel = "Hevy Units"
[Buildgroup3]
buildLabel = "Advanced"
[Lod1]
geometryName = "ivairb02.xsi" ;geometry for lod1
distance = 80
dontShiftLOD = 1
full copy who wants the first model?
Quote from: AHadley on December 07, 2009, 02:55:21 PM
iweapon.odf is used for factories to tell them what weapons vehicles can be loaded out with. Has nothing to do with mobility or terminals.
Package it up and give it to us as proof of concept, or it didn't happen.
Mobility no but terminals yes.
mobility was the start of this but now a lote of people stated saying its inposeble for the terminals to work on this unit..so here we are.
Package up a .7z or .zip for us to download. That would count as proof of concept :P
Quote from: AHadley on December 08, 2009, 04:40:20 AM
Package up a .7z or .zip for us to download. That would count as proof of concept :P
I sent you and a lot of others emails with files in them I don't have a FTS right now.
cheack it :-P
When BZ2 is back up and running :P
got it all working now I am going to add this to my MOD as some thing to put in the 5 free base slots.
made a model for the scion air base [scion hive] I will post pics when I get to it.