Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Dianoga4 on February 03, 2009, 06:49:41 AM

Title: Looking for a weapon
Post by: Dianoga4 on February 03, 2009, 06:49:41 AM
Hey all, thinking about doing some more work on my mod and I'm looking for a certain type of weapon that I was hoping might already be in game or a similar one.

What I'm wanting to do is have a weapon turret that is not line of sight. It only targets one target at a time but it's suppose to send a rumble and explosion under them. So basically when a tank comes in range of the turret, even if it can't see it, explosions start going off under the tank until it gets out of range. I'm trying to copy a turret from another game which my mod is based off of that does this and was hoping that there might be something similar in the game already that I can start to work with and tweak to my liking?

Any ideas? Thanks in advance for any info.

Dia

PS: Oh btw, also can someone remind me what bit rate sounds have to be to be used in the game please, I have forgotten. I keep thinking it's 22.5 or something like that. Thanks!
Title: Re: Looking for a weapon
Post by: mrtwosheds on February 03, 2009, 07:06:22 AM
11025 is the sound bit rate used commonly in bz2.

There is this from the modlog.

This setting determines whether a missile that locks onto a target will require a clear Line of Sight or not.


If needLOS is either 1 or true, a clear Line of Sight will be required for a weapon lock.  If needLOS is set to either 0 or false, a weapon lock will be possible even through obstructions such as the terrain or buildings.
Title: Re: Looking for a weapon
Post by: bigbadbogie on February 03, 2009, 07:21:30 AM
A turret that shoots an invisible popper mortar might work.
Title: Re: Looking for a weapon
Post by: Zero Angel on February 03, 2009, 10:20:51 AM
A turret that shoots an invisible popper that fires an invisible spraybomb. Just because the spraybomb will bounce off of the tank when it makes direct contact.


Like so

Radarpopper -> Spraybomb -> Spraybuilding -> Mortar/Grenade

That will create an invisible weapon that will create a series of explosions NEAR the tank, originating from the ground. However as far as I know, having radarpoppers fire grenade physics weapons isnt the most accurate way to go.
Title: Re: Looking for a weapon
Post by: Dianoga4 on February 03, 2009, 01:26:05 PM
Thanks for the info so far guys I'll have to be doing some testing. Anymore info as always is appreciated.

Dia
Title: Re: Looking for a weapon
Post by: TheJamsh on February 03, 2009, 02:23:59 PM
the sound files can be in any of the following sampling rates:

11025
22050
44100
48000

BZII will use the highest quality sound it can which is believe is 44100, any thing above will just get played back at 44100. The files must be in .wav format, and MONO << important.

Sound files within the shell can be stereo, and in either .wav or .ogg format.
Title: Re: Looking for a weapon
Post by: TheJamsh on February 03, 2009, 02:30:25 PM
there is another problem, a radar popper might make it more difficult to tune up...

easier way to do it... give the spray bomb a really high speed, so that the arc isnt really so easy to notice. use 'lifespan' to determine how far it can go. bearing in mind if you want it to be anywhere near accurate at a range over 100 metres you will have to set a ridiculous shot speed.

you MIGHT be able to use shotPitch = # to make the AI shoot the ordnance just underneath the vehicle its aming at too (although it wont make a difference because you cant really shoot 'under' something unless its altitude is higher than the radius of the collision sphere.

Failing that, could you explain what youre after a bit more? if youre just trying to push tanks away with what looks like a series of explosions, use a tightly-clustered cannon salvo, with expire explosions (that have high kick velocities). that way they will explode on the tank sending them flying backwards and creating a pretty series of explosions.

you cant really shoot anything UNDER an object unless its a mine, and even then whatever spawns it will bounce off the tank first.
Title: Re: Looking for a weapon
Post by: Dianoga4 on February 03, 2009, 11:10:41 PM
Hmm it might help if I take a quick video from the game it's based off of and show you what it does in that game. I'll post it up probably later on this evening. Thanks for the info.

Dia
Title: Re: Looking for a weapon
Post by: Dianoga4 on February 04, 2009, 04:11:28 AM
Ok hopefully this little video I made will help to show what I'm trying to do. Whenever you come in range of this turret, doesn't have to be line of sight, just be in range of it, you start getting attacked by it. It starts to explode under your feet pretty much. I started off in 3rd person and switched to 1st person. The turret is actually under the ground on one of the little hills and you can see the little eplosion from it firing and I go right up to it and shoot at it as well. But the main thing is is that as long as you are in range, you get attacked with explosions under you. Also this turret only can attack one thing at a time. Again thanks for any info.

http://www.4shared.com/file/84011785/4e709b04/Hellpit.html (http://www.4shared.com/file/84011785/4e709b04/Hellpit.html)

Dia
Title: Re: Looking for a weapon
Post by: Nielk1 on February 04, 2009, 04:31:13 AM
Popper will work great for that, use the one that fires at the object currently targeted as a base (so it doesn't go off and attack an unintended target). To make it perfect I would use DLL myself to spawn the explosions, but poppers are best here.
Title: Re: Looking for a weapon
Post by: bigbadbogie on February 04, 2009, 06:11:28 AM
Damn you and your c++ing!!
Title: Re: Looking for a weapon
Post by: Nielk1 on February 04, 2009, 06:44:11 AM
I almost have a QF shuttle lifting off from a 'bomber bay', flying to a target, and coming back, and shooting everything in between! (The landing when it comes back is the issue ATM.)
Title: Re: Looking for a weapon
Post by: bigbadbogie on February 04, 2009, 08:35:52 AM
Just have it replaced with an actual bomber-class shuttle until it has landed.
Title: Re: Looking for a weapon
Post by: Nielk1 on February 05, 2009, 01:46:29 AM
The issue is the auto-turret confusing the landing process. It already is a bomber. I think I may have to remove the turret when within proximity of the bay.
Title: Re: Looking for a weapon
Post by: bigbadbogie on February 05, 2009, 02:09:24 AM
Replace it with a turret that has no collision.
Title: Re: Looking for a weapon
Post by: Zero Angel on February 05, 2009, 04:16:04 AM
I just thought of something. If you add the weapons HP of the turret VERY VERY high up and have it fire the radarpopper directly downwards, then it should deliver the popper's payload to the ground much faster.
Title: Re: Looking for a weapon
Post by: bigbadbogie on February 05, 2009, 04:34:39 AM
If you were going to do that ZA, just use a cannon class weapon.
Title: Re: Looking for a weapon
Post by: Dianoga4 on February 05, 2009, 07:05:30 AM
Hmm that is an idea ZA, and yea BBB I could just make the shot go real fast. Thanks guys, I have something to try and test out cool. Thanks again guys.

Dia
Title: Re: Looking for a weapon
Post by: TheJamsh on February 05, 2009, 09:08:47 AM
ZA's idea, then cannon class with a shot pitch. jobs a good un

dont know what the obsession with radar poppers is lol
Title: Re: Looking for a weapon
Post by: bigbadbogie on February 05, 2009, 09:59:40 AM
But if you want the ground muzzleflash explosion like in that other game, you will need to use popper.
Title: Re: Looking for a weapon
Post by: TheJamsh on February 05, 2009, 12:27:30 PM
just looked to me like he was shooting at the floor, not much else. those effects could probably be done pretty easily
Title: Re: Looking for a weapon
Post by: Dianoga4 on February 05, 2009, 01:36:36 PM
The muzzle flash of the turret itself I'm not that worried about and will probably just leave it out. Also in that game most of the turret is buried underground which is one of its advantages to using as defense. The only time you can actually see it (or part of it) is if it was built on absolutely flat ground and then you can click on it and target it. If you can't see it though kinda like in that video, then you have to let your rovers(that's what they are called in there) get close enough that they auto target it. I'm going to make it a  little more visible in my mod so that it isn't impossible to target.

It's been fun so far here's a little video of me a bud playing MPI against the Scions online. As you will see it is not a done mod, there are still stock buildings and things I need to replace like the constructors. The last part of the video shows a couple more things done. I haven't worked on it for quite a while but getting the itch again.

http://www.youtube.com/watch?v=wvhtllLw7L8 (http://www.youtube.com/watch?v=wvhtllLw7L8)

Hmm off topic but maybe you guys can answer a question after watching that video. Notice how sometimes the graphics seem to switch to low quality? Like the plasma shots and the big laser from the sky look good in one part of the video but then change to low quality in another part of the video? Is that a glitch or does that just have to do with the drivers of my video card? I have an nvidia card and know about the issues with the newer drivers but I'm running some older drivers and it still does it. Also I'm getting alot of video lag these days when I have a base built with even only a few buildings up in it. In that video things were all normal and I didn't get the lag but I seem to get alot of it now and I haven't changed barely anything since this video was made a while back. As always any info is appreciated, thanks guys.

Dia
Title: Re: Looking for a weapon
Post by: TheJamsh on February 05, 2009, 03:22:41 PM
thats not a glitch. check this out from gameprefs:


// Sort order for which graphical features are dropped. These numbers
// must be between 1 and 100. The values in a sequence (e.g. SkyOff ->
// SkyLow -> SkyHigh) must be in increasing order. Entries in
// different sequences may have the same value. Lowest priority items
// (whose FPS matches) will be disabled. If nothing is disabled for a
// period, then it checks for things to enable, highest priority to
// lowest priority (whose FPS matches)

ObjsLow = 28
ObjsMed = 27
ObjsHigh = 26
LightsNone = 25
TerrainLow = 24
SkyNone = 23
PropsNone = 22
ShadowOff = 21
LightsOne = 20
TerrainMed = 19
SkyLow = 18
ShadowMed = 17
PropsMed = 16
SkyHigh = 15
TerrainHigh = 14
LightsNoHeadlights = 13
PropsHigh = 12
ParticleLow = 11
ParticleMed = 10
ParticleHigh = 9
ReflectionsOff = 8
LocalFogOff = 7
WeatherOff = 6
LightsAll = 5
ReflectionsOn = 4
LocalFogOn = 3
WeatherOn = 2
ShadowHigh = 1
Title: Re: Looking for a weapon
Post by: Zero Angel on February 05, 2009, 04:29:22 PM
Thats true. Radarpopper might not even be needed if the height of the weapon is high enough. I just like them is all, since they lead the target and fire no matter what your orientation. Also, they would (theoretically) be affected by jammers if they used radarpopper, which makes sense because the turret does not need direct LOS, so it would likely rely on radar instead.