Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Dianoga4 on August 04, 2008, 10:45:57 PM

Title: High arcing artillery
Post by: Dianoga4 on August 04, 2008, 10:45:57 PM
Hey guys, I've been trying to get an artillery gun tower I made shoot a high arc like the archers do but so far I've had no luck. I tried copying the artillteryclass from the archer to my turret and still it shoots like a normal mortar. Also I want it to be able to shoot at me when I'm hiding behind something. Right now if I hide behind something it will stop shooting unlike the archer that keeps shooting.

Dia
Title: Re: High arcing artillery
Post by: Dianoga4 on August 05, 2008, 12:00:37 AM
Instead of starting a new thread, I thought I would add another question to this one.

I'm doing a recycler variant type mod. Is it possible to change the scrap objects (the drops of biometal that are left on the ground) to another shape that I made? Also I know there was a tutorial that showed how to change the color of the biometal pools but I think that was when you were creating a custom map. I'm not really interested in creating any maps for my mod right now but was wondering if I could still change the color. I can't seem to find that tutorial anymore either.

Thanks, any info is much appreciated.

Dia
Title: Re: High arcing artillery
Post by: General BlackDragon on August 05, 2008, 12:07:06 AM
try these in 1.3?


GunTowerProcessCheckCantHit = false // true: retarget if intended victim can't be hit (only if GunTowerProcess is in use)

MinWeaponPitch = 0.5 // For turretcraft/turrettank (i.e. GunTower/GunSpire/turret)


Taken from ibmtow, the mortar tower. I know that one behaves like you want.

Also, in 1.3, add this to your odfs:

scrapClass1 = "odfname"
scrapClass2 = "odfname"
scrapClass3 = "odfname"
Title: Re: High arcing artillery
Post by: bigbadbogie on August 05, 2008, 12:09:55 AM
Quote from: Dianoga4 on August 04, 2008, 10:45:57 PM
Hey guys, I've been trying to get an artillery gun tower I made shoot a high arc like the archers do but so far I've had no luck. I tried copying the artillteryclass from the archer to my turret and still it shoots like a normal mortar. Also I want it to be able to shoot at me when I'm hiding behind something. Right now if I hide behind something it will stop shooting unlike the archer that keeps shooting.

Dia

Post up the ODF contents...
Title: Re: High arcing artillery
Post by: Dianoga4 on August 05, 2008, 03:27:30 AM
Yea sorry, it is in 1.3 pb4. I tried both of those and nothing seemed to change unless I was putting them in the wrong spot.

Are those scrapClass entries so you can have multiple sizes of "chunks"? I'll give that a shot next.

Here is the ODF for the turret. I mostly just copied the gun tower. I couldn't find that mortar tower you were talking about GBD. I even tried the same weapon that the archers use and no difference. I tried the Artillery class like the archer has as well and it didn't change anything.

[GameObjectClass]
geometryName = "ibgcomet.xsi"
geometryScale = .01
classLabel = "turret"
collisionRadius = 10.0
scrapCost = 50
scrapValue = 3
maxHealth = 5000
maxAmmo = 10000 // 0 is *not* treated as infinite ammo!
unitName = "Comet Turret"
aiName = "GunTowerFriend"
aiName2 = "GunTowerEnemy"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1

armorClass = H

requireCount = 1
requireName1 = "ibcbun"
requireText1 = "Build Relay Bunk"

provideCount = 1
provideName1 = "ibgtow"


weaponMask = 00011
weaponHard1 = "hp_mortar_1"
weaponName1 = "gsartill"
weaponAssault1 = 0




lightHard1 = "hp_light"
lightName1 = "spotwhite"

turretCount = 4
turretName1 = "turret_y"
turretName2 = "turret_X"
turretName3 = "hp_light"
turretName4 = "hp_eyepoint"

[BuildingClass]
soundAmbient = "igtow01.wav"

[CraftClass]
rangeScan = 300
periodScan = 0.0
velocJam = 0.0
weaponPitch = 1.5
steerFactor = 0.5
engageRange = 200

[TurretCraftClass]
omegaTurret = 2.0
detectRange = 250
Title: Re: High arcing artillery
Post by: bigbadbogie on August 05, 2008, 03:58:53 AM
Try the following:

change:

aiName = "GunTowerFriend"
aiName2 = "GunTowerEnemy"

to:

aiName = "AttachOffensive"
aiName2 = "AttachOffensive"

and add this under [CraftClass]:

attackTask = "ArtlAttack"
subAttackTask = "ArtlSubAttack"
Title: Re: High arcing artillery
Post by: Dianoga4 on August 05, 2008, 05:54:53 AM
Wow that did it man, thanks a ton!

And I got the scrap thing working good, thanks again!

Dia
Title: Re: High arcing artillery
Post by: Dianoga4 on August 06, 2008, 05:50:07 AM
I guess I have one more small question about this, how do you determine how high the shots go in the air? I thought it might've been weapon pitch but it didn't change anything. Thanks!

Dia
Title: Re: High arcing artillery
Post by: Zero Angel on August 06, 2008, 05:56:53 AM
Increase the shotSpeed on the ordnance you're firing
Title: Re: High arcing artillery
Post by: Dianoga4 on August 06, 2008, 06:28:57 AM
Thanks alot! That's what I was looking for.

Dia
Title: Re: High arcing artillery
Post by: BNG Da BZ Fool on August 08, 2008, 03:53:54 PM
I'm not sure, but believe there's an example for an artillery type tower in the G66 mod. As I recall it worked very nicely at keeping enemies away from your own base with serveral of them deployed on the perimeters.
Title: Re: High arcing artillery
Post by: Dianoga4 on August 08, 2008, 06:46:42 PM
Well thanks to these guys help I got it working pretty decently. It will take some tweaking to balance it out but that was to be expected.

Thought I would post a picture up of a couple of the turrets I have working pretty well so far. The red one is the artillery one called a Comet Turret. The variety of colors is because of the game I am basing my mod off of (Project Visitor). In that game there is 4 separate corporations with there own colors.

Dia

(http://www.pvuploads.com/Clients/LordWrathX/BZ2%20PV%20turrets%202.jpg)
(http://www.pvuploads.com/Clients/LordWrathX/BZ2%20PV%20turrets.jpg)
Title: Re: High arcing artillery
Post by: anomaly on August 09, 2008, 12:49:14 AM
Did you make those textures yourself? If so, they're well made and fit the model perfectly.
Title: Re: High arcing artillery
Post by: Avatar on August 09, 2008, 01:06:17 AM
Yes, with the exception of the "hello kitty" on the yellow one they're beautiful...  :)

-Av-
Title: Re: High arcing artillery
Post by: Dianoga4 on August 09, 2008, 02:52:25 AM
I can't take the credit for those ones, but I had planned on re-texturing those because those are the actualy art files from the other game I help out with. I've done alot of re-texturing for the other game plus made a few models for it so I have some artwork of my own finished already which I will be adding. The hello kitty logo is the corp logo for one corporation :)

Dia
Title: Re: High arcing artillery
Post by: Nielk1 on August 09, 2008, 03:01:44 AM
The Evil Hello Kitty Corp...

They aren't cut out for the BZ world though, with the Black Dogs and the Red Wolves.
Title: Re: High arcing artillery
Post by: VSMIT on August 09, 2008, 04:44:54 AM
I would think that they would be even more badass than the Black Dogs and Red Wolves combined.  They could just look at the enemy and give them diabetes.

VSMIT.
Title: Re: High arcing artillery
Post by: Dianoga4 on August 09, 2008, 05:27:28 AM
Hehe, well I didn't pick the logos 10 years ago when the game was first made but I'm going to stick with them to be true to the game. Some of the models were already made but I'm going to have to make a few myself as well. Everything will eventually be reskinned as well. In the other game, each of the 4 corporations has there own vehicles (rovers), weapons, buildings, and turrets so there is alot I can choose from to do. I want to get at least two of the corporations done with all of the vehicles and turrets, etc.

Here's a quick little battle I did for fun in the editor with some of the units I have so far. The small purple/grey things you see at the beginning are called Leeches and take the place of the scavengers. The red tanks you see I made but need a bit of fixing up on the texture. The Comet turret actually shoots different now then it shows there. I just finished a game with a friend and the Comets were working pretty good.

http://www.youtube.com/watch?v=E8y7La9wIJI (http://www.youtube.com/watch?v=E8y7La9wIJI)

Dia
Title: Re: High arcing artillery
Post by: Avatar on August 09, 2008, 01:41:42 PM
I always knew "Hello Kitty" was a front for an evil, multinational corporation bent on world domination...

:evil:

-Av-
Title: Re: High arcing artillery
Post by: Dianoga4 on August 09, 2008, 10:57:53 PM
Figured I may as well post something that I actually did make heh. This is called a Titan made by the Bruteforce Corporation. The model and texture were made by myself. The weapon is actually from another corporation called Extreme but I will likely be changing the weapon on it. In Project Visitor, you can take weapons from the various corporations and use them on different rovers, not just the same corporation, so you can mix things up quite a bit. The weapon is called a Nemesis which I made and textured as well. I have it on another unit already so I'll likely be putting something else on this guy.

(http://www.pvuploads.com/Clients/LordWrathX/BZ2%20Titan.jpg)

Here's  a quick 360 vid of the Titan....(I just uploaded it to YouTube so it was still processing when I posted this)

http://www.youtube.com/watch?v=liiEWA1Dyh8 (http://www.youtube.com/watch?v=liiEWA1Dyh8)


Dia
Title: Re: High arcing artillery
Post by: TheJamsh on August 09, 2008, 11:00:40 PM
that looks good =] like the treads particularly
Title: Re: High arcing artillery
Post by: Steeveeo on August 09, 2008, 11:04:57 PM
Quote from: Dianoga4 on August 09, 2008, 10:57:53 PM
http://www.youtube.com/watch?v=liiEWA1Dyh8 (http://www.youtube.com/watch?v=liiEWA1Dyh8)
"Video Unavailable"
Title: Re: High arcing artillery
Post by: Zero Angel on August 09, 2008, 11:33:09 PM
Quote from: Steeveeo on August 09, 2008, 11:04:57 PM
"Video Unavailable"
Works for me.
Title: Re: High arcing artillery
Post by: Steeveeo on August 09, 2008, 11:57:29 PM
there we go, its working now.
Title: Re: High arcing artillery
Post by: Dianoga4 on August 10, 2008, 12:04:59 AM
Yea the video was still likely processing at the time, I'm not sure how long it actually takes but looks like it's up now :).

Dia
Title: Re: High arcing artillery
Post by: Nielk1 on August 10, 2008, 02:20:07 AM
You can make the weapons have physical models, so when it picks up a different one the gun barrel changes.
Title: Re: High arcing artillery
Post by: Dianoga4 on August 10, 2008, 03:26:14 AM
Oh wow cool, I didn't know that. I'll have to check that out.

Dia
Title: Re: High arcing artillery
Post by: Steeveeo on August 10, 2008, 03:56:42 AM
Quote from: Dianoga4 on August 10, 2008, 03:26:14 AM
Oh wow cool, I didn't know that. I'll have to check that out.

Dia
Calling MrtwoSheds! Calling MrtwoSheds!

MTS knows a ton about this I bet, he's been making visualhardpoint weapons for all his Daleks.
Title: Re: High arcing artillery
Post by: Dianoga4 on August 10, 2008, 07:09:15 AM
Well that's good to know because it will make my mod even more true to the real game.

Dia
Title: Re: High arcing artillery
Post by: mrtwosheds on August 10, 2008, 07:32:12 AM
Oooh, nice tank!

Just about everything you need to know about weapon models can be seen in the stock pilots and their guns.
The tricky bit is designing all your units so that they look good using them.
Title: Re: High arcing artillery
Post by: Feared_1 on August 10, 2008, 07:45:12 AM
Looks like that kind of thing that you DON'T want to see trucking toward your base, but my head is spinning after watching that.

Aww, it even has tail lights! :)
Title: Re: High arcing artillery
Post by: Dianoga4 on August 12, 2008, 12:25:17 PM
I had the bitmap for the weapon but no model so I made a model last night for the weapon I wanted to have on the Titan. The weapon is called a Ballista and it shoots long range artillery shots simillar to the archer but in salvos of 3. I'll have to do some tweaking to the texture of the weapon to match the Titans color more. So far the weapon is working pretty good.

Dia

(http://www.pvuploads.com/Clients/LordWrathX/Titan%20Ballista.png)