The DS Tank has an extra entry for this (add health) effectively making it self repairing armor right? Other standard units don't really have it, for example the standard ISDF Sabre lacks this statement, but if I add it will it heal itself too?
Lately, I've been tweaking the ODF settings on my versions of BZII units, and having a ball seeing the results take effect after saving the file and applying the changes in the map editor. I discovered you don't really seem to need to delete the MSH file every time changes are made to the ODF. Seems like an excellent way to tweak unit configuration parameters in real time.
The ODF file reminds me of an easily configurable place to change unit parameters to some extent. To date, I've tweaked quite a few performance settings on units to make them perform better and more stable especially on the air units which originally were pretty hard to handle by human pilots. Don't really know about the AI pilots though. Are the AI also effected by changes to the ODF or is the primary benefit mostly for the players only?
The ODF is the bible for unit parameters. Both the AI and humans are affected by the settings, and 1.3 adds many AI-only settings to tweak AI controlled units.
You should check out the Modlog, the 'end all' of ODF settings.
-Av-
as -Av- said, the odf defines every characteristic about that vehicle/building/object. wether it be piloted by human or computer, all setting will be taken into account.
the only thing the odf cant change, is model texture, model geometry (but of course you can change the XSI file that it links to) and anything externally controlled (like the shape of its icon). everything physic's and gameplay related is stored there.
addhealth = 5 will basically add 5 units of health to the vehicle every second should its health be below 100%.
addammo = # will do the same
welcome to the world of ODF's. thats where real modding takes place...
New in pb4:
----
aiAddHealth = 5
aiAddAmmo = 5
----
Only add health and ammo to units piloted by the AI. Basically everybody but the player.
And new DLL functions let you make up new ODF lines that the DLL will read and act on.
Well... only for you N1.
lol yeh. but PB4a allows you to 'read' custom ODF lines. previous versions dont
True - but only if it is coded into C++ - and only N1 can do that.
yeh... smartsy :)
well, im sure OM can also do so...
Better be able to considering I get help from him from time to time. My current use of sets is thanks to him. I was using vectors and then linked lists, which used a lot more memory. I reduced my DLL load time by about 50%. (My DLLs hang a tad more than normal ones because of the complex data structures for storing data from ODFs.
He did the save and load functions twice (the linked list and set formats).
He has a way to make my 'Classes' into 'Templates' that would be added to a DLL with 1 line instead of several, but I might keep my class method as it is what BZC does and allows easier understanding of the mechanics.
Where would the change log for PB4 be? I have up to PB3, but see none for PB4 or above.
the newest one will always be called changelog.txt
Cool tanks ZA
id like to see your's and OM's productions put into BZ2. maybe in a newer PB if GSH and Ken continue.
i wonder if they would want to do such a thing?