Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 3 Archive => Topic started by: TheJamsh on October 03, 2007, 10:44:42 AM

Title: Minelayer class
Post by: TheJamsh on October 03, 2007, 10:44:42 AM
i have a minelayer right...

its tracked, and ive set it to:

classlabel = 'minelayer'

ainame = "minelayerfreind"
ainame2 = "minelayerenemy"

are there any otehr sections for minelayers? its a shame you cant get it to 'deploy' then release its mines...

oh and the stupid thing removes its tracks and starts hovering around for soem reason...
Title: Re: Minelayer class
Post by: Raven on October 03, 2007, 04:49:14 PM
Not really played with it so I can't help much, but you couldn't get it to deploy just using the ODF as it isn't built into that class, only "turrettank" deploys then attacks. DLL could do it but thats a whole new area.

Last time I looked minelayer class is a hover only class. In other words tracks won't work with it. Hence they disappear.
Title: Re: Minelayer class
Post by: TheJamsh on October 03, 2007, 04:52:52 PM
spokey dokey...

yeh i changed it back to assault tank... its dumb else

could be an area of work for pb4... expabnding the minelayer options...
Title: Re: Minelayer class
Post by: Nielk1 on October 03, 2007, 05:38:20 PM
You give a minelayer those settings and make sure it has a special hard point with a mine attached.

When you tell it to lay mines it will stary laying them in a spiral pattern.

There are other commands to set the size of the spiral, the number of mines, among other things.

I noticed something off when I made a mine later that would drop 4 mines at once via 4 special HPs. When I told it to lay mines, it did so 1 at a time, but a pilot could only drop 4 at a time the way they are linked.

Keep that in mind, mine layers are hover units that spiral and fire their first HP (not linked HP set, but first HP of the whole list).
Title: Re: Minelayer class
Post by: Lizard on October 03, 2007, 05:59:59 PM

the Blackdog minelayer ODF from FleshStorm:




[GameObjectClass]
baseName = "bvmine"
geometryName = "IvMine_00.xsi"
geometryScale = 0.65
cockpitName= "ivtank_cockpit.xsi"
classLabel = "minelayer"
animCount = 3
animName1 = "forward"
animFile1 = "IvMine_00SF.xsi"
animName2 = "neutral"
animFile2 = "IvMine_00SN.xsi"
animName3 = "reverse"
animFile3 = "IvMine_00SR.xsi"
scrapValue = 30
scrapCost = 50
buildTime = 10.0
maxHealth = 2500
maxAmmo = 1500
unitName = "Minelayer"
aiName = "MineLayerFriend"
aiName2 = "MineLayerEnemy"
heatSignature = 0.1
imageSignature = 2.0
radarSignature = 2.0

canSnipe = 0

isAssault = 1

armorClass = L

requireCount = 1
requireName1 = "ibfact"

/////// weapons ///////////////////

weaponMask = 00011

weaponHard1 = "HP_SPECIAL_1"
weaponName1 = "gmmine"

//weaponHard2 = "HP_SPECIAL_2"
//weaponName2 = "gmmine"

////////////////////////////////////

lightHard1 = "hp_light_1"
lightName1 = "spotblue2"
lightHard2 = "hp_light_2"
lightName2 = "spotblue2"


[CraftClass]
rangeScan = 300.0f
periodScan = 5.0f
velocJam = 5.0f

braccelFactor = 0.05f;
strafeFactor = 0.1f;
steerFactor = 1.0f;
omegaFactor = 0.3f;
velFactor = 0.2f;

avoidSpeed = 20;
topSpeed = 30;

canRescue = 0

selectWaitMsg = "avminev9.wav"
selectAttackMsg = "avminevb.wav"
selectFollowMsg = "avminevf.wav"
selectGoMsg = "avmineve.wav"
selectOtherMsg = "avminevg.wav"

goMsg = "avminevf.wav"
attackMsg = "avminevc.wav"
followMsg = "avminevf.wav"
followMeMsg = "avminev2.wav"
repairMsg = "avminev3.wav"
reloadMsg = "avminev4.wav"
rescueMsg = "avminev5.wav"
recycleMsg = "avminev6.wav"
otherMsg = "avminevf.wav"
holdMsg = "avminevf.wav"
user1Msg = "avminev0.wav"

killedMsg = "ivtank07.wav"
diedMsg = ""

[HoverCraftClass]
setAltitude = 2.0
accelDragStop = 20.0
accelDragFull = 1.
alphaTrack = 20.0
alphaDamp = 5.0
pitchPitch = 0.25
pitchThrust = 0.1
rollStrafe = 0.1
rollSteer = 0.1

velocForward = 10.0
velocReverse = 10.0
velocStrafe = 10.0
accelThrust = 20.0
accelBrake = 75.0
omegaSpin = 3.5
omegaTurn = 1.5
alphaSteer = 5.0
accelJump = 20.0

soundThrust = "iengf.wav"
soundTurbo = "avrckte1.wav"

[MineLayerClass]
mineCount = 15 // # of mines to drop (if out of ammo, will still go thru the motions)
radius = 10.0f // Initial radius from current location to first mine's dropoff
radiusInc = 10.0f // Amount radius grows by each drop
angleInc = 90.0f // Initial angle increment per drop (in DEGREES)
angleDec = 4.0f // Amount angle increment decreases by each drop (in DEGREES)
timeout = 10.0f // Timeout (seconds) in getting to next drop point. If exceeded, will just drop mine at current location, work on next mine
Title: Re: Minelayer class
Post by: TheJamsh on October 04, 2007, 10:42:53 AM
i didnt realise there was one in fleshstorm, do you mind if i play about with it lizard?
Title: Re: Minelayer class
Post by: Lizard on October 04, 2007, 01:55:24 PM
Quote from: TheJamsh on October 04, 2007, 10:42:53 AM
i didnt realise there was one in fleshstorm, do you mind if i play about with it lizard?


yeah sure play all you like :).
Title: Re: Minelayer class
Post by: TheJamsh on October 04, 2007, 08:39:17 PM
woot :D
Title: Re: Minelayer class
Post by: Commando on October 04, 2007, 10:32:34 PM
I'm pretty sure minelayers have to be hovercrafts.