Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Nick53 on July 18, 2008, 03:36:40 AM

Title: Help with mini-mod units?
Post by: Nick53 on July 18, 2008, 03:36:40 AM
Hi guys, long time (8 months?) since I posted here but have been rather tied up with study!

I'm in the middle of making a mini-mod, and I've completed the first step of making custom weapons. These were tested by launching them from the Armo, and all work fine. Then I started customising units, just some simple stuff, changing weapons, armour, cost etc using .pak explorer:


[GameObjectClass]
baseName = "nvmisl"
geometryName = "ivmisl00.xsi"
cockpitName = "ivmisl_cockpit.xsi"
classLabel = "wingman"
animCount = 3
animName1 = "forward"
animFile1 = "ivmislsf.xsi"
animName2 = "neutral"
animFile2 = "ivmislsn.xsi"
animName3 = "reverse"
animFile3 = "ivmislsr.xsi"
scrapValue = 10
scrapCost = 50
customCost = 55
buildTime = 15.0
customTime = 15.0
maxHealth = 2000
maxAmmo = 2500
addAmmo = 1
unitName = "Msl Scout"
aiName = "RocketTankFriend"
aiName2 = "RocketTankEnemy"

heatSignature = 1.0
imageSignature = 2.5
radarSignature = 0.5

isAssault = 0

armorClass = L

requireCount = 1
requireName1 = "ibfact"
requireText1 = "Build Factory"

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

weaponMask = 00011
weaponHard1 = "HP_ROCKET_1"
weaponName1 = "gffr_c"
weaponAssault1 = 0
weaponHard2 = "HP_ROCKET_2"
weaponName2 = "gffr_c"
weaponAssault2 = 0
weaponHard3 = "HP_SPECIAL_1"
weaponName3 = "gfmine"
weaponAssault3 = 0

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

lightHard1 = "hp_light_1"
lightName1 = "spotblue2"
lightHard2 = "hp_light_2"
lightName2 =  
   
[CraftClass]
rangeScan = 300.0f
periodScan = 5.0f
velocJam = 5.0f
engageRange = 130

braccelFactor = 0.05f;
strafeFactor = 0.1f;
steerFactor = 1.0f;
omegaFactor = 0.4f;
velFactor = 0.2f;

avoidSpeed = 20;
topSpeed = 30;

selectWaitMsg = "ivmisl04.wav"
selectAttackMsg = "ivmisl01.wav"
selectFollowMsg = "ivmisl03.wav"
selectGoMsg = "ivmisl02.wav"
selectOtherMsg = "ivmisl04.wav"

goMsg = "ivmisl05.wav"
attackMsg = "ivmisl06.wav"
followMeMsg = "ivmisl08.wav"
followMsg = "ivmisl03.wav"
repairMsg = "ivmisl09.wav"
reloadMsg = "ivmisl09.wav"
rescueMsg = "ivmisl10.wav"
recycleMsg = "ivmisl11.wav"
otherMsg = "ivmisl11.wav"
holdMsg = "ivmisl12.wav"
user1Msg = ""  
killedMsg = "ivmisl07.wav"
diedMsg = ""

[HoverCraftClass]
velocForward = 36.5 // [35]
velocReverse = 12.0 // [10]
velocStrafe = 18.5 // [20.5]
accelThrust = 19.0 // acceleration [20.]
accelBrake = 75.0 // braking
accelDragStop = 6.0 // how fast it stops once hands are off controls [5.9]
accelJump = 15.0

setAltitude = 1.0 // how high off the ground

alphaTrack = 21.0 //springs speed it rights itself [5.]
alphaDamp = 8.0 //shocks [5.]

pitchPitch = 0.25 // nose up [.1]
pitchThrust = 0.1 // nose down [.14]

rollStrafe = 0.09 // rolls while strafing [2.]
omegaSpin = 3.0 // spinning in place speed [2.2]
omegaTurn = 3.0 // turning while moving speed [3.0]
alphaSteer = 5.5 // how fast it responds to steering [4.9]
rollSteer = 0.12 // rolls while steering [2.0]

soundThrust = "itank01h.wav"
soundTurbo = "avrckte1.wav"

[Lod1]
geometryName = "ivmislL1.xsi" ;geometry for lod1
distance = 50

[Lod2]
geometryName = "ivmislL2.xsi" ;geometry for lod2
distance = 100                ;...distance over this many meters => switch to lod2

***************

Then I made a custom factory:

**************

[GameObjectClass]
geometryName = "ibfact00.xsi"
classLabel = "factory"
scrapCost = 55
scrapValue = 10
maxHealth = 6000
maxAmmo = 0
unitName = "Factory"
aiName = "BuildingProcess"
aiName2 = "BuildingProcess"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1

armorClass = H

requireCount = 1
requireName1 = "ibpgen"
requireText1 = "Build Power"

provideCount = 1
provideName1 = "ibfact"

collisionRadius = 4.0


lightHard1 = "hp_light_1"
lightName1 = "o_white_nf"

[PoweredBuildingClass]
detectRange = 100

[BuildingClass]
tunnelCount = 1

tunnel01X0 = 3
tunnel01Z0 = 3
tunnel01DX = 2
tunnel01DZ = 4
tunnel01Edge = "wwtw"

soundAmbient = "ibfact00.wav"



[FactoryClass]
soundBuild = "ibrecy02.wav"
soundFinish = "iapc04.wav"
reloadMsg = "ivrecy12.wav"
rescueMsg = "ivrecy13.wav"

buildItem1 = "ivmbike"
buildItem2 = "nvmisl"
buildItem3 = "nvtank"
buildItem4 = "nvrckt"
buildItem5 = "nvatank"
buildItem6 = "nvwalk"
buildItem7 = "ivapc"
buildItem8 = "ivbomb"


[Lod1]
geometryName = "ibfactL1.xsi" ;geometry for lod1
distance = 80
dontShiftLOD = 1

And built my custom units. They're under my control but I cant get into them or snipe them, what's wrong?


Help greatly Appreciated!!!!!!!!
Title: Re: Help with mini-mod units?
Post by: General BlackDragon on July 18, 2008, 03:56:56 AM
cant get into it? try adding "canInteract = 1" to odf.

cant snipe it? try adding "canSnipe = 1" to odf.

:-)

with default wingman class, u can do both. not sure what type of unit ur using. Bomber? Tug? Cons? Service Truck?
Title: Re: Help with mini-mod units?
Post by: Nick53 on July 18, 2008, 04:40:14 AM
Those lines dont' work (for me). (as can be seen in the .odf file in my first post) It's a standard Msl Scout altered to cost 50S and have my new weapon FoldingFinRocket (which works perfectly btw).
Title: Re: Help with mini-mod units?
Post by: Nielk1 on July 18, 2008, 10:13:18 PM
You ahve to put them int he right part of the ODF. Somewhere under [GameObjectClass]
Title: Re: Help with mini-mod units?
Post by: Nick53 on July 18, 2008, 10:27:15 PM
I put it between these:

cockpitName = "ivmisl_cockpit.xsi"
classLabel = "wingman"
Title: Re: Help with mini-mod units?
Post by: Nielk1 on July 18, 2008, 10:37:50 PM
I know the issue...

There is no pilot file.

nspilo.odf

There is some line to force the pilot to a specific ODF, use that and set it to ispilo.
Title: Re: Help with mini-mod units?
Post by: bigbadbogie on July 18, 2008, 11:03:20 PM
pilotConfig = "ispilo"

put that under [GameObjectClass].
Title: Re: Help with mini-mod units?
Post by: Nick53 on July 19, 2008, 03:32:08 AM
pilotConfig = "ispilo"

YES!! It works! Thanks! You might see a new mini mod and a BZI remake in a few months!  :-D
Title: Re: Help with mini-mod units?
Post by: Steeveeo on July 19, 2008, 04:22:58 AM
Quote from: Nick53 on July 19, 2008, 03:32:08 AM
a BZI remake in a few months!  :-D

Dont bother, already in the works for quite a while now: http://www.bz2md.com/smf/index.php?board=43.0
Title: Re: Help with mini-mod units?
Post by: TheJamsh on July 19, 2008, 07:33:51 AM
and its been going on for centuries... which IS a tad anoying lol
Title: Re: Help with mini-mod units?
Post by: bigbadbogie on July 19, 2008, 09:32:06 AM
It is by far the biggest mod undertaking ever... far bigger than FE.
Title: Re: Help with mini-mod units?
Post by: Warfreak on July 19, 2008, 03:56:14 PM
If i may taek the time to bac kup what Boogie has mentioned..... BattleZone Classic ISNT only BZ1 in BZ2, tahts only the first part of it..... Avatar plans to fill in ALL the blacks so that BZC IS the bridge between BZ1 And BZ2 (while containing BZ1 :P)
Title: Re: Help with mini-mod units?
Post by: VSMIT on July 19, 2008, 04:11:17 PM
Don't forget that it's also the story of the origins of biometal.

Jeez, if Av doesn't finish this, a whole bunch of people are going to hunt him down...

VSMIT.
Title: Re: Help with mini-mod units?
Post by: TheJamsh on July 19, 2008, 04:26:08 PM
true true... hes getting old too! (only joking Av :P, just make sure you train an apprentice =])...

from what ive heard from GBD over MSN its going to be such a huge project. the initial project however will take the most time, after theat i suppose they will be mostly using the same base
Title: Re: Help with mini-mod units?
Post by: VSMIT on July 20, 2008, 07:19:04 PM
If I remember correctly, most of the assets for the total mod are finished.  Probably the hardest ones would be the Ancients campaign, since he had to create it from scratch.  But it's been a while since he's posted an update on the other races.

And GBD seems like Av's apprentice.

VSMIT.
Title: Re: Help with mini-mod units?
Post by: General BlackDragon on July 20, 2008, 07:35:37 PM
Yea. :)

From what I gather, The mod will work like this: There will be 4 parts. The first release, plain old BZC, will be a TC that turns BZ2 into BZ1 with improvements. The next will be a smaller addon that is BZC:TRO, tacks on the TRO Chinese and BDog races in SP campaigns from that. Then the fun begins with BZC:Extended, a bridging of tech+storyline inbetween BZ1 and BZ2. Then the BZC:Ancients takes you back in time to play as the cthonians.

Atleast, that's what I understand from the gist of it. Av can explain it better...
Title: Re: Help with mini-mod units?
Post by: Nielk1 on July 20, 2008, 08:13:06 PM
And we MIGHT get the BDog Campaign from BZ2ROTBD, not sure. It would likely be like a hybrid of the PC/N64 interface to give the feel of the console without the most annoying limitations.
Title: Re: Help with mini-mod units?
Post by: bigbadbogie on July 20, 2008, 09:05:32 PM
And just like that, the next 15 years in our diaries all say waiting for new BZC addon.
Title: Re: Help with mini-mod units?
Post by: General BlackDragon on July 20, 2008, 09:45:55 PM
Lol...

Title: Re: Help with mini-mod units?
Post by: Nick53 on July 21, 2008, 08:22:51 AM
How can I get a factory to build units under sub categorys (like an armory and some factorys in pb4)?
Title: Re: Help with mini-mod units?
Post by: Steeveeo on July 21, 2008, 08:39:11 AM
Quote from: Nick53 on July 21, 2008, 08:22:51 AM
How can I get a factory to build units under sub categorys (like an armory and some factorys in pb4)?

Set it up like this:

(yes this is from SRV)

[FactoryClass]
buildItem1 = "ivmbike_srv"
buildItem2 = "ivmisl_srv"
buildItem3 = "ivtank_srv"
buildItem4 = "ivrckt_srv"
buildItem5 = "ivatank_srv"
buildItem6 = "ivwalk_srv"
buildItem7 = "ivapc_srv"
buildItem8 = "ivbomb_srv"
buildItem9 = "ivmine_srv"

[Buildgroup10]
buildLabel = "Adv. Factory"
buildItem1 = "ivfrecy"


Notice how there is no buildItem10, but there is now a section called BuildGroup10. You can set up any number like this, just dont include the number you want to put a subgroup on (say, item 6), and make a BuildGroup# section filled out like it is above. There can be an additional 10 units in each subgroup, just set them up like the main list under FactoryClass.
Title: Re: Help with mini-mod units?
Post by: Nick53 on July 21, 2008, 10:29:41 PM
Thanks again!
Title: Re: Help with mini-mod units?
Post by: TheJamsh on July 21, 2008, 11:40:18 PM
i remember when i was a nipper modder :) asking all those questions...

ahhh the days!