Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: TheJamsh on April 27, 2008, 05:59:03 PM

Title: is there a class type for this?
Post by: TheJamsh on April 27, 2008, 05:59:03 PM
i have a vehicle that i want to deploy into a buildign okay?

the building will be either a factory or recycler class... that MUST own terrain

but the vehicle NEEDS to fly, and being 300 metres or so long you can see why. ive tried the scavengerH class but it doesnt deploy even over a pool

help ?
Title: Re: is there a class type for this?
Post by: General BlackDragon on April 27, 2008, 06:06:07 PM
Yea...easy

rule: Must be tracked vehicle.

ODF Example from FSB mod, a tracked unit that turns into a field service bay. I also made it upgradable back to vehicle form for retreat.


//ISDF Mobile Service Bay - A Deployable/Undeployable Service Bay
//Created by General BlackDragon

[GameObjectClass]
//baseName = "ivservpad"
geometryName = "ivservpad00.xsi"
//animCount = 1 // need an animation here?
//animName1 = "deploy"
//animFile1 = "ivservpad.xsi"
classLabel = "deploybuilding"
collisionRadius = 1.0
scrapCost = 60
scrapValue = 30
buildTime = 25.0
maxHealth = 4000
maxAmmo = 0
addHealth = 0
addAmmo = 0
unitName = "Service Pad"
aiName = "DeployBuildingFriend"
aiName2 = "DeployBuildingEnemy"
heatSignature = 2.0
imageSignature = 5.0
radarSignature = 5.0
isAssault = 1
collisionRadius = 10

armorClass = H

requireCount = 2
requireName1 = "ibasbay"
requireText1 = "Build Adv. Service Bay"
requireName2 = "ibatcen2"
requireText2 = "Build Adv. Tech Center II"

effectHard1 = "hp_emit_1"
effectName1 = "ivservpad.render"
effectHard2 = "hp_emit_2"
effectName2 = "ivservpad.render"

[CraftClass]
rangeScan = 400.0f
periodScan = 5.0f
velocJam = 0.0f
TeamTransferrable = true

selectAttackMsg = "ivserv04.wav"
selectGoMsg = "ivserv02.wav"
selectFollowMsg = "ivserv03.wav"
selectOtherMsg = "ivserv04.wav"

goMsg = "ivserv02.wav"
goObjectMsg = "ivserv11.wav"
attackMsg = "ivserv05.wav"
followMeMsg = "ivserv08.wav"
followMsg = "ivserv03.wav"
repairMsg = "ivserv02.wav"
reloadMsg = "ivserv09.wav"
rescueMsg = "ivserv11.wav"
recycleMsg = "ivserv11.wav"
holdMsg = "ivserv12.wav"
user1Msg = "ivserv05.wav"
killedMsg = ""
diedMsg = ""

[TrackedVehicleClass]
omegaSpin = 2.0
omegaTurn = 0.75
alphaSteer = 3.0
velocForward = 10.0
velocReverse = 10.0
accelThrust = 50.0

engineSound = "irecy01.wav"
treadSound = "irecy01b.wav"

[TrackedDeployableClass]
timeDeploy = 8.0
timeUndeploy = 8.0
soundDeploy = "irecy03.wav"

[DeployBuildingClass]
deployName = "ibhang"
undeployName = "ivservpad"

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

[render]
renderBase = "draw_multi"
renderCount = 2
renderName1 = "ivrckt.tracks"
renderName2 = "ivrckt.dust"

[tracks]
simulateBase = "sim_dust"
lifeTime = 0.1 // .9
renderBase = "draw_emit"
emitName = "ivrckt.tracksemit"
emitDelay = 0.1 //.1
emitVelocity = "0.0 0.0 0.0"
emitVariance = "0.0 0.0 0.0"

[tracksemit]
simulateBase = "sim_null"
lifeTime = 4.0
renderBase = "draw_planar"
textureName = "tracks.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "10 10 10 250"
finishColor = "10 10 10 0"
startRadius = 2.0
finishRadius = 2.0
animateTime = 4.0

[dust]
simulateBase = "sim_dust"
lifeTime = 0.9
renderBase = "draw_emit"
emitName = "ivrckt.dustemit"
emitDelay = 0.1
emitVelocity = "0.0 1.0 0.0"
emitVariance = "0.5 1.5 0.3"

[dustemit]
simulateBase = "sim_smoke"
lifeTime = 1.6
renderBase = "draw_twirl"
textureName = "smoke.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "110 100 100 100"
finishColor = "50 50 50 0"
startRadius = 0.5
finishRadius = 2.0
animateTime = 1.6

//[Lod1]
//geometryName = "ivrecyL1.xsi" ;geometry for lod1
//distance = 100