Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: General BlackDragon on April 03, 2008, 11:43:08 PM

Title: Weaponmine Attacking Pilot?
Post by: General BlackDragon on April 03, 2008, 11:43:08 PM
Been a while since I asked for help...

I need a way to make a weaponmine attack a pilot. (without altering pilot, only thing in pilot is "canInteract = 1" aside from that, its the same.

Help?
Title: Re: Weaponmine Attacking Pilot?
Post by: GSH on April 03, 2008, 11:49:50 PM
The general problem is that pilots are "craft" in the object hierarchy, but calling pPerson->IsCraft() returns false. This is so that most of the code can skip them, because that was the desired behavior during BZ2 development.

-- GSH
Title: Re: Weaponmine Attacking Pilot?
Post by: anomaly on April 03, 2008, 11:54:03 PM
The sav class specifically tries to attack pilots.  Actually, I'm not sure if its the sav class or the ai class that does that.  I think it also had some sort of pilot killing field too, not sure if thats adjustable.  If it that doesn't work, if possible, use a turret instead.

Could you provide more info on the situation that this is being used for?
Title: Re: Weaponmine Attacking Pilot?
Post by: General BlackDragon on April 03, 2008, 11:57:41 PM
Would it be "easy" to add this ability to pb4? I need a way to make them attack pilots :(
Title: Re: Weaponmine Attacking Pilot?
Post by: Red Devil on April 04, 2008, 12:40:39 AM
Just add a [CraftClass] section to the pilot ODF.  That's what I do anyways.  Works great.
Title: Re: Weaponmine Attacking Pilot?
Post by: Zero Angel on April 04, 2008, 01:05:47 AM
Yep, its the SAV AI that attacks pilots. It also tries to position itself over the pilot and emit a a damage field which kills the pilot.

Also, GechProcess (used in walkers) will try to attack pilots if it sees them. It just doesnt give them top priority.
Title: Re: Weaponmine Attacking Pilot?
Post by: General BlackDragon on April 04, 2008, 01:12:07 AM
your all noobs! :P

This is what happens when you give a Weaponmine an ainame.

---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3b73k EDITOR Apr  1 2008 22:19:54
Exception code: 40000015 {Fatal Application Exit}
%hs

Message :  Unhandled Exception
Error occurred at 4/3/2008 20:10:26.
C:\Old_D\Program Files\BattleZone II 13b\bz2edit.exe, run by Black Dragon.
1 processor(s), type 586.
Process Memory :   1670 MB free out of   2048 MB total
Physical memory:     43 MB free out of    512 MB total
Page(swap) file:    853 MB free out of   1507 MB total
Fault address:  00591D10 01:00190D10 C:\Old_D\Program Files\BattleZone II 13b\bz2edit.exe

Registers:
EAX:00000000
EBX:04D39430
ECX:00000000
EDX:7C90EB94
ESI:04D39428
EDI:04D39F40
CS:EIP:001B:00591D10
SS:ESP:2240023:0224FAA8  EBP:0224FAD8
DS:630023  ES:78160023  FS:227003B  GS:0000
Flags:00200202

Call stack:
Address   Return    Function            SourceFile
00591D10  00000000  005250B4  dlfree+0x00000592
005250B4  00000000  00448CE7  FreeAvoidPlan+0x0000002D
00448CE7  00000000  0044AC4A  UnitTask::CleanSit+0x00000011
0044AC4A  00000000  00448353  SitTask::CleanState+0x00000019
00448353  00000000  004464B8  UnitTask::Execute+0x000000C1
004464B8  00000000  0044629F  UnitProcess::DoState+0x0000005C
0044629F  00000000  004017BC  UnitProcess::Execute+0x000000A2
004017BC  00000000  00401EE5  AiMission::Update+0x00000170
00401EE5  00000000  00471CE3  AI_Update+0x00000006
00471CE3  00000000  00472849  MoveOneTurn+0x00000109
00472849  00000000  0058B945  MissionHandler::State::RunState::Process+0x000003BE
0058B945  00000000  00470165  RunCodes::Process+0x0000019F
00470165  00000000  0058B945  MissionHandler::Process+0x00000011
0058B945  00000000  0058B366  RunCodes::Process+0x0000019F
0058B366  00000000  0045BAD6  Main::MessagePump+0x0000004A
0045BAD6  00000000  0045B818  HandledMain+0x000003EC
0045B818  00000000  00459346  HandledMain+0x0000012E
00459346  00000000  0059BFB7  WinMain+0x00000059
0059BFB7  00000000  7C816FD7  memset+0x00000191
7C816FD7  00000000  00000000  RegisterWaitForInputIdle+0x00000049

simply having [craftclass] in the pilot odf didn't make a weaponmine attack it.
Title: Re: Weaponmine Attacking Pilot?
Post by: BNG Da BZ Fool on April 04, 2008, 09:36:46 PM
What about using the Hadean flare (I think) mine which emits 2 projectiles that seem to chase after enemy targets. Don't know if it will target a pilot though, but with your level of knowledge you should be able to modify the ODF to suit your needs GBD.
Title: Re: Weaponmine Attacking Pilot?
Post by: Red Devil on April 04, 2008, 09:42:25 PM
Tried increasing signatures?

canTarget = 1?

Title: Re: Weaponmine Attacking Pilot?
Post by: General BlackDragon on April 04, 2008, 09:48:18 PM
Quote from: BNG Da BZ Fool on April 04, 2008, 09:36:46 PM
What about using the Hadean flare (I think) mine which emits 2 projectiles that seem to chase after enemy targets. Don't know if it will target a pilot though, but with your level knowledge you should be able to modify the ODF to suit your needs GBD.

Wont work, the object in question is designed to be a damage field for hilly lava.

The only reason I'm not using flaremine is because A: it doesnt have a red "flash" when it hurts you, and B: It doesnt have a teamfilter, so it kills powerups within the field.
Title: Re: Weaponmine Attacking Pilot?
Post by: mrtwosheds on April 04, 2008, 10:38:42 PM
Im sure you can set damage on for more than one level of water/lava in the console, its just the waterfog that only works on one level.
Title: Re: Weaponmine Attacking Pilot?
Post by: General BlackDragon on April 04, 2008, 11:29:08 PM
There is no Water.

This is BZ1 map. No water.