Post any crazy, out of the blue questions or ideas.
Somebody remade all the models to look like things in new games :)
Made a whole new variety of tree and plant models that look like real species.
The race that used to live on Bane created as a fully usable race in a mod somewhere, with slightly weaker statues as guntowers.
Quote from: AHadley on May 13, 2009, 06:48:54 PM
The race that used to live on Bane created as a fully usable race in a mod somewhere, with slightly weaker statues as guntowers.
Shhhhhhhhhhhhh.
They're watching us.
(http://www.bzcomplex.com/gallery/albums/userpics/10002/bz2_0015.jpg)
Id love to hear some history behind it :), i have a sneaky feeling Avatar is going to sneak some Cthonianism in here :)
Is that building part of stock???
What if someone just made a mpi recycler variant with all the races in it. Like all three bz1 races, Fe races, Zemod ships, uler ships, fleshstorm races, etc. All the playable races.
lol that would be awesome... might end up with some useless buildings though!
I am trying to figure out the story of the people of Bane, Mire, Rend, and the originators of the Biometaloid terraform known as Core.
Quote from: TheJamsh on May 13, 2009, 09:22:34 PM
Id love to hear some history behind it :), i have a sneaky feeling Avatar is going to sneak some Cthonianism in here :)
Is that building part of stock???
The building isn't stock, somebody made it for a 'Bane Expansion' and the image is on BZC. Also on BZC's wiki is the Core Project, which provides the races' background.
Very little of their background. It actually falls into "not finished yet" when it reaches the people of Bane, and as such, is not posted here yet.
Quote from: Axeminister on May 13, 2009, 09:55:27 PM
What if someone just made a mpi recycler variant with all the races in it. Like all three bz1 races, Fe races, Zemod ships, uler ships, fleshstorm races, etc. All the playable races.
Just the number of AIPs you need to create for that is already an amazing amount of work. Getting the assets ported would be the easiest bit of it all.
I am thinking about perhaps at a later stage getting the FE races into my mod, if I can get permission to do that from however I should ask. But there it would also end with the extra races.
That said, the svar12 flag allows for some playing which races you want to be allowed to be played on a certain map.... (you could for instance include 'FE only' maps in vanilla that when selected only allow you to pick FE-races as AI-race)
IIRC permission is not needed for FE assets, since it was a community project. XSIs are the only things that you can't use.
I got an idea for the map editor.
It should instead of just putting vehicles on the map, should have options for each of them, like an option to respawn, the rate of respawn (From instant to ... maybe an hour?)
Also, BZ2 should have explosive items that explode with great damage with a HP of 1. Like... um. heheh. Halo's power coils.
Arby, those features exist. In 1.2 ...
Speaking of respawning vehicles, is there a way to make a 'spawn' item spawn a vehicle that isn't empty?
Alternatively, how can I spawn a Supercomputer sentry that respawns when it is destroyed?
Quote from: AHadley on May 14, 2009, 12:26:30 PM
Speaking of respawning vehicles, is there a way to make a 'spawn' item spawn a vehicle that isn't empty?
Alternatively, how can I spawn a Supercomputer sentry that respawns when it is destroyed?
Via dll its pretty straightforward, wouldnt know of any other way ...
If you look at the mpi sourcefiles and look at how the AI's startingvehicles are spawn you can see how you can spawn a vehicle at a specific spawnpoint, if you want to use more than 1 ships you could use the scav clean-up routine as an example of how you can store units in an array and clean it up.