Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: shane ward on January 02, 2009, 12:28:38 AM

Title: Spawning working ships
Post by: shane ward on January 02, 2009, 12:28:38 AM
What can I add in here to make the spawned ship work with a pilot in it....

[GameObjectClass]
geometryName = "spawn01.xsi"
animCount = 1
animName1 = "loop"
animFile1 = "spawn01.xsi"
classLabel = "objectspawn"
scrapCost = 0
scrapValue = 0
maxHealth = 0
maxAmmo = 0
unitName = "Spawn scout"

heatSignature = 0.0
imageSignature = 0.0
radarSignature = 0.0
collisionRadius = 0.0

[ObjectSpawnClass]
spawnName = "fvscout"
spawnDelay = 1.0

I have tried a lot of things and also tried to spawn a pilot beside the ship but they will do nothing and the ship stays empty.

What I want is the game to spawn ships onto the map using this spawn odf and be ready to attack anyting. Is there a command I can enter to include a pilot?

Thanks
Shane
Title: Re: Spawning working ships
Post by: mrtwosheds on January 02, 2009, 01:35:14 AM
Obviously as a producer of several mods, you know that you use a dll or the pathpoint fpic thing to spawn units on a map at game start. So that just leaves us wondering what you are trying to do...  :-)
Title: Re: Spawning working ships
Post by: Avatar on January 02, 2009, 06:21:58 PM
Create a respawning Training Center with no physical body and spawn it near the empty ships...

That's the 'old school' method.  :)

-Av-
Title: Re: Spawning working ships
Post by: TheJamsh on January 02, 2009, 10:23:47 PM
The ships wont be empty, they will havea pilot in them and likely be on team 0... at least thats how mine eneded up

Then again i WAS using scrap class to generate the spawn points...

whatever happens, you wont be able to control them either way. can only be done with .dll magic
Title: Re: Spawning working ships
Post by: shane ward on January 02, 2009, 10:48:17 PM
I wanted to do a lazy aip trick that I have managed (I think have solved.)

I wanted units to spawn on the edge of the map that can be taken by the aip and attack buildings and so on. Without building a enemy base

I could use the dll to spawn ships, but that would need me to write lots more code to track them and replace them if they are dead. if I allways spawn units then the map will overfill with units, making them spawn makes the game it's self track the units and spawn a new one once destroyed.

spawning the ships will make them empty, spawning a pilot on team 5 automatically kills them if they enter the ship.

So having the pilots spawn on diffrent team and allying through the dll works fine.

shane
Title: Re: Spawning working ships
Post by: TheJamsh on January 02, 2009, 11:46:31 PM
Yeh AIP will work if you use provide names cleverly.

I can do AIP's pretty good (apparently:warfreak94c says (22:47): you are almost as evil as Natty Bumppo now

I HATE them though :P