classLabel = "computer"
[ComputerClass]
harpoint1 = "hp_snap_3"
harpoint2 = "hp_snap_4"
NozzleOdf = "ibnozz01"
ShieldVel = 0.2 // Animation controller
ShieldAmp = 0.05 // Animation controller
Shield = "shield" // part of the mesh that will have UV animation
classLabel = "Cnozzle"
[ComputerClass]
beamname = "obj65"
classLabel = "i76building"
[BuildingClass]
loadAsDummy=1
dummyVersion=1103
So, what are these things?
Can I have a dummy building spawn a Computer Class and 2 Cnozzle Classes and have them linked, creating a core computer style situation but in a Strat?
computer class is used for the forcefields on the last mission on core, I used it to make waterfalls because you can have a somewhat animated texture.
not sure what other uses it has though.
Oddly, the computer class also has settings for a nozzle and snapping points.
Also, the Cnozzle still puts its code under [ComputerClass]
AFAIK the first two are specialty classes tossed in at the end to support the CORE computer complex. The last is an old friend, going all the way back to Interstate '76 that was the core of BZ1.
As stated, COMPUTER is the force field. It has a scrolling texture but otherwise inert.
CNOZZLE is actually the only stock non-power providing tapped off object... It allowed the individual destruction of the four big emitters at the end of the final mission. Made me think that TAPS would have had a much brighter future given more time...
I76BUILDING is a functionless building. If given a poweredBuildingClass entry it can tap off whatever you want, especially in 1.3. Much better to use 'powered' class buildings, though, as you get a 'deploy' animation from them and they're otherwise the same as 'i76building'.
Are you sure you've seen all of the classes?
"aircraft"
"ammopack"
"animal"
"apc"
"armory"
"artifact"
"artillery"
"assaulttank"
"barracks"
"beacon"
"boid"
"bomber"
"BomberBay"
"camerapod"
"Cnozzle"
"commbunker"
"commtower"
"computer"
"constructionrig"
"daywrecker"
"deposit"
"extractor"
"factory"
"flag"
"flare"
"fv_walker"
"i76building"
"i76building" //"plant"
"i76building" //"plant"//
"I76Sign"
"iv_walker"
"jammer"
"kingofhill"
"magnet"
"moneybag"
"morphtank"
"objectspawn"
"person"
"plant"
"powerlung"
"powerplant"
"proximity"
"recycler"
"recyclervehicle"
"repairkit"
"satchel"
"sav"
"scavenger"
"scrap"
"seeker"
"sensor"
"service"
"servicepod"
"spawnpnt"
"spraybomb"
"supplydepot"
"techcenter"
"teleportal"
"terrain"
"torpedo"
"tripmine"
"tug"
"turret"
"turrettank"
"weaponmine"
"wingman"
"wpnpower"
-Av-
dont forget:
assaulthover
scavengerH
serviceH
---the newcomers
I get ~150 classes.
I should have mentioned those are the stock classes... none of the 1.3 classes better be considered 'unused' given the work Ken and Nathan did to give them to us...
-Av-
"commbunker"
"commtower"
what is the difference?
Also, I only listed i76building because of the odd lines about it being a dummy.
I knew about all but the CNOZZLE and computer's CNOZZLE entries
Is there a way to use CNOZZLEs without DLL work. Maybe a structure that can only be killed by destroying its tapped items (the nozzles)
I think commtower only has a 'build once' limit.
These classes are still a mystery to me:
- camerapod
- sensor (edit: nevermind, this paints enemies who get too close)
- tripmine
- teleportal
camerapod is a nav camera
sensor is an auto targeter (like scout's paint)
tripmine makes an object when you get too close (mits mine's pre suck form)
teleportal (good question)
camerapod is useless for now. It will be made useful in Public Beta 4, but won't be used by stock assets.
How is it useless? I remember playing around with a camerapod class object that I found hidden in the data.pak. It even used the same model as the bz1 NAV beacon, though untextured. Anyway, it seemed to work for me in that when I selected it, it would point in the direction I was facing. Only problem was it seemed to waver slightly back and forth while selected.
what does a teleportal class building do??
does it have a deploy animation or that, i know that it doesnt auto teleport nearby units because i have tested it
I think it is a nuetered nothing class that some DLLs look for for teleporting.
Also, speaking of strange things in the pack.
Under World/Core (or maybe dark)/Something else/
there is a bases of a unit that is called a Cometary Fragment and it shoots ice balls.
I bet it is an unfinished class. Basically lacking any functionality due to bz2 being rushed out of the door.
theres so much random junk in data.pak
Not random, they were just looking ahead to when modders would rule :lol:.
VSMIT.
trip mine is the basis of the ...uum, something mine.
it is like proximity mine, but when enemy gets close, it works like flare and spits out another item, then dies.
the basis of MITS mine
and it spits out an object - not ordnance
Teleportal is what the big 'drilling rig' cage thingy in one of the SP missions used.
Gotta wake up some brain cells...
Carl Hooper aka "Freak_o_Nature" actually visited Pandemic back when BZ2 was still alpha. At that time he was shown some pre-production work that included a teleportation portal and an ISDF Walker. He or someone he was with did a sketch of what they saw, and I think I've since seen that sketch kicking around somewhere online but I don't have it. It was a big, rectangular portal and something close to the ISDF Walker.
So, basically, originally there was going to be some post-TRO portal technology involved in the storyline.
There were also going to be missions where you went to find Voyager's crash site, the model's still in the PAK file.
There were also going to be more critters, and weapons like a steerable Comet Cruise missile, and and and...
You know how it is, the game is a big lump of clay and you mold it according to the time and money you have, and the inspirations that hit while you're working on it. I'm going through that with the Olympians/Hadeans, they change sometimes because they changed... lol... change one unit and the change moves through the others, sometimes inspiring you to even further changes. The code changes (1.3 patch) and suddenly you realize you can do something cool, so you do it. It's all part of the development process, part art and part business.
-Av-
A steerable curise missile would have been awesome. ETQW has something similar which is one of my favorite weapons in the game.
I just keep wanting a sheepinator.
DLL can do both.
Oh, I'm sorry OM, I didn't mean to step on your lines... hehe
Seriously, the DLL can look for you to fire a steerable comet, then make it the player object, then wait for detonation, then make your original tank the player object IF it's still around, and if not make your pilot the player object IF it's still around... and if not end the game.
Same with the sheepinator, it's no different than the MAS grenade, or as Natty calls it the 'Subversion Beam'.
Lol... when PB4 comes out someone should DLL up a helper module that adds such things...
-Av-
Thinking about porting the portal code to BZ2. Might be nice to be able to build some (limited and costly) team-specific, destructible portals. Maybe make them portable portals.
Quote from: Red Devil on February 10, 2008, 07:53:47 PM
Thinking about porting the portal code to BZ2. Might be nice to be able to build some (limited and costly) team-specific, destructible portals. Maybe make them portable portals.
HW2 style hyperspace gates?
Shieldtower... OMG how cool would that be with...er... you know, in 1.3. :)
I'm thinking a HUGE space map and shieldtowers that toss you half a light year across the map, making it strategic to place actual blockades...
"Red Devil to base, entering jumpgate"
SPLAT...
:)
-Av-
Like a bug on a windshield... :wink:
The shield tower creates a square shield. I made one oriented up, but I had to tap it on at an angle and off set it my the radius.
It made a nice bomb umbrella.
I will test the warp gate thing later...
Shield Tower? That's not a portal.
We are referring to using it as a linear accelerator.
I just had a really funny picture of an enemy putting up more at slight angles, making unwary hyperspacers hit them, bounce off, hit another, ping pong around for 20 minutes, then slam into an asteroid at warp speed.
Quote from: Nielk1 on February 11, 2008, 05:18:35 AM
We are referring to using it as a linear accelerator.
A massively nutso linear accelerator... something that would toss you across a normal sized BZ2 map in a second, but used on something sized more along EPIC lines.
Thinking on it some more, you could actually make it SO fast that a 'slowdown ramp' version is needed at the other end, to catch you...
Babylon Five, anyone?
-Av-
Quote from: Nielk1 on February 11, 2008, 03:32:32 AM
The shield tower creates a square shield. I made one oriented up, but I had to tap it on at an angle and off set it my the radius.
It made a nice bomb umbrella.
I will test the warp gate thing later...
Wait, how exactly did you get it to point up? I've tried to do that several times but never found a way. Then again, I've never messed with taps before.
Quote from: Avatar on February 11, 2008, 10:03:27 PM
Quote from: Nielk1 on February 11, 2008, 05:18:35 AM
We are referring to using it as a linear accelerator.
A massively nutso linear accelerator... something that would toss you across a normal sized BZ2 map in a second, but used on something sized more along EPIC lines.
Thinking on it some more, you could actually make it SO fast that a 'slowdown ramp' version is needed at the other end, to catch you...
Babylon Five, anyone?
-Av-
I would love to see someone add a little something to a dll that would give some sort of glowing red burning effect to your ship once it reaches super speeds. You know, something like when a space shuttle is re-entering the atmosphere. :-P
Quote from: anomaly on February 12, 2008, 01:16:00 AM
I would love to see someone add a little something to a dll that would give some sort of glowing red burning effect to your ship once it reaches super speeds. You know, something like when a space shuttle is re-entering the atmosphere. :-P
done it already - in qf mod
the hyperspeed portal thing has been done
i would give alink to the topic thread but CmptrWz posted a couple of ODF's in another post about the sheildtower class...
it uses the sheildtower class to propell you through a tunnel, then another at the end acts as the brakes apparently lol.
meh.. id like to see some improvements to sheilds in PB4. such as:
sheildSize =
sheidShape =
sheildStickyness =
i duno... i just want to add one to a building so you get the amazing effetcs when bullets hit it. have one that opens out to 300 metres and gives that bubble effect like in starwars episode I
but im sure ive been told off for that already
Better yet put up the mod...
:-P
ive since gotten rid of that because it took up too much space (it was in a movie)
can clever PB4 people answer my thing about the sheilds :D
You can define your own shields, but the basics stay the same... nothing like the wiggly, expanding shields in Star Wars, or the top-up Atlantis shield...
I suppose for something like that it'd be relatively easy to DLL it up... gosh, I sound like OM a lot lately...
-Av-
maybe you are long lost twin brothers
no i meant my post above... about changing the sheild deploy size without effecting collisions
This was already requested for pb4, and it was denied. Shields only kick in when a collision is registered; making two separate collision bubbles on an object would be a lot of work that I don't feel like doing.
-- GSH