Has anyone thought of making a mod where the scions fight the cca or the isdf fights the nsdf? Just a thought but could it be made like a demo or mini-mod like the cerberis revenge mod?
Quote from: GENERAL MANSON* on July 07, 2008, 02:32:20 AM
Has anyone thought of making a mod where the scions fight the cca or the isdf fights the nsdf?
Let's just worry about getting those two into Battlezone II before we trip over ourselves :)
BZRAP should have that.
ATM it'd be a slaughter... no armor, no shields, 1 biometal at a time instead of 5, no pools, no instant scrap transmission, no Bomber (in stock), and that's assuming they can find any geysers in the BZ2 worlds...
-Av-
lol
:-D
@Nielk1 Whats BZRAP?
Quote from: Avatar on July 07, 2008, 11:28:38 AM
ATM it'd be a slaughter... no armor, no shields, 1 biometal at a time instead of 5, no pools, no instant scrap transmission, no Bomber (in stock), and that's assuming they can find any geysers in the BZ2 worlds...
-Av-
Make 3 geysers for each map? NSDF howitzer could be given popper to kill air units right? isdf/cca scavs can get the loose somehow.
http://www.bz2md.com/smf/index.php?board=19.0 (http://www.bz2md.com/smf/index.php?board=19.0)
And pools and geysers are actually the same class. Therefore you cant have both in any map.
u can have both, they'll act like the same thing
Hmmm, well, from what I've seen in past testing BZ2 Scavs won't always "deploy" on BZC 'geysers', even though a 'geyser' is really just a small pool. I don't think they can reach the point they need to get to in order to deploy, or something else alignment-wise, as they just roll over to the geyser and sit there.
Not to say I haven't had one or two manage to do it, just that they don't usually do so.
Still, originally I had all of the weapons unable to damage Armored or Shielded units. At that time BZC Blast Cannons just bounced off of ISDF Armor... I think this ticked off GBD because he ended up adding damage values, but I've since left the weapons to him so I'm not sure.
-Av-
Quote from: Avatar on July 08, 2008, 04:15:59 PM
Hmmm, well, from what I've seen in past testing BZ2 Scavs won't always "deploy" on BZC 'geysers', even though a 'geyser' is really just a small pool. I don't think they can reach the point they need to get to in order to deploy, or something else alignment-wise, as they just roll over to the geyser and sit there.
Not to say I haven't had one or two manage to do it, just that they don't usually do so.
Still, originally I had all of the weapons unable to damage Armored or Shielded units. At that time BZC Blast Cannons just bounced off of ISDF Armor... I think this ticked off GBD because he ended up adding damage values, but I've since left the weapons to him so I'm not sure.
-Av-
That would still be fun. Just let the isdf have one pool :).
Quotefrom what I've seen in past testing BZ2 Scavs won't always "deploy" on BZC 'geysers',
If I remember correctly bz1 geysers are just a smoky sprite emitted from the ground.
In bz2 they are terrain square shaped models.
so to make a bz1 geyser that works with bz2 scavs all you would need to do is copy a terrain square with the editor environment option, add an hp_emit and an effect and use that as your pool model with the geyser/pool odf.
In BZC they're very small pools, so that 'hoverscav' class vehicles (recy/factory/armory) can deploy on them into buildings that are the production units.
-Av-
Actually, I initially left off all the other values when i made all the weapons (probably to help make sure all armors were set to N, since anything else would be invincible) but decided to add them in for later use.