Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Clavin12 on November 18, 2009, 05:30:19 PM

Title: Scavs
Post by: Clavin12 on November 18, 2009, 05:30:19 PM
Do scavs have to be tracked?
Title: Re: Scavs
Post by: VSMIT on November 18, 2009, 05:33:22 PM
...Are you really asking this question?
Title: Re: Scavs
Post by: Clavin12 on November 18, 2009, 05:34:47 PM
Yes I am. Technically I mean. I know you can make them look like their hovering but technically do they have to be.
Title: Re: Scavs
Post by: VSMIT on November 18, 2009, 05:42:14 PM
Look at the ODF of a scav that looks like it's hovering.

Then tell me if you need to ask the question again.
Title: Re: Scavs
Post by: Clavin12 on November 18, 2009, 05:53:04 PM
I could have done that but I figured this way was faster. And I don't have it anymore. I'm guessing that they can't truly hover.
Title: Re: Scavs
Post by: AHadley on November 18, 2009, 06:30:34 PM
I'm fairly sure there's a hoverscav class now. Can't deploy on pools, and hovers, but is otherwise... a scav.
Title: Re: Scavs
Post by: mrtwosheds on November 18, 2009, 06:34:32 PM
There is a [ScavengerHClass]
It hovers, it deploys on pools, it does pickup animations, it paths well and follows its fellow scavs around like an idiot. :|
Title: Re: Scavs
Post by: bigbadbogie on November 18, 2009, 08:06:43 PM
For christs sake.... Play QF1 already if you want to see hoverscavs!!
Title: Re: Scavs
Post by: General BlackDragon on November 18, 2009, 08:55:19 PM
BBB, go take internet anger management classes :P

always so hostile  :lol:
Title: Re: Scavs
Post by: AHadley on November 18, 2009, 09:09:44 PM
Quote from: mrtwosheds on November 18, 2009, 06:34:32 PM
There is a [ScavengerHClass]
It hovers, it deploys on pools, it does pickup animations, it paths well and follows its fellow scavs around like an idiot. :|

Aah, I've never seen one deploy before... must have been an MRVP ODF flag.
Title: Re: Scavs
Post by: Steeveeo on November 18, 2009, 10:44:07 PM
Quote from: mrtwosheds on November 18, 2009, 06:34:32 PM
it paths well
AHAHAHAHAAH

Lies.
Title: Re: Scavs
Post by: TheJamsh on November 18, 2009, 11:35:44 PM
Quote from: AHadley on November 18, 2009, 09:09:44 PM
Aah, I've never seen one deploy before... must have been an MRVP ODF flag.

did YOU play QF1!?
Title: Re: Scavs
Post by: Clavin12 on November 19, 2009, 03:36:45 AM
Can anyone post an odf fer one?
Title: Re: Scavs
Post by: Nielk1 on November 19, 2009, 03:56:52 AM
Quote from: Clavin12 on November 19, 2009, 03:36:45 AM
Can anyone post an odf fer one?

look in the 1.3 pak.
Title: Re: Scavs
Post by: Clavin12 on November 19, 2009, 02:31:13 PM
Where in the pak? I'm looking for a hover scav odf.
Title: Re: Scavs
Post by: TheJamsh on November 19, 2009, 03:49:08 PM
virtual_class_hoverscav.odf

addon>objects
Title: Re: Scavs
Post by: Clavin12 on November 19, 2009, 03:58:46 PM
It appears to not be there.

Nvm, I was looking in the wrong addon. Another question. Can part of a ship model be able to be shot through like a prop while the rest of the ship is solid? And what are all those virtual classes used for? I should stop editing this post.
Title: Re: Scavs
Post by: TheJamsh on November 19, 2009, 04:13:51 PM
no you cant shoot through part of a ship, it either all collides or none of it does. You could fake a non-collideable bit with a draw_geom render, but it wont colour correctly in different lighting situations unfortunately. Mind you, this can be used to your advantage sometimes.

Virtual classes are at the moment fairly useless. I use them as provides for limiting units in some cases with limitClass#'s, but they are really there for AIP use so you dont have to produce 4 sets of AIP's. (not guna detail how here)