Battlezone Universe

Battlezone Universe => Battlezone 2 => Topic started by: Rocket on August 16, 2009, 12:54:25 AM

Title: Building Taps.
Post by: Rocket on August 16, 2009, 12:54:25 AM
hi.

i was wondering if there is a limit for Tapped objects per building.

if so, what is the limit?
Title: Re: Building Taps.
Post by: bigbadbogie on August 16, 2009, 12:55:53 AM
8 taps per building as of pb4.

2 taps for gun towers.
Title: Re: Building Taps.
Post by: General BlackDragon on August 16, 2009, 09:50:12 PM
gun towers can have 8 too cant they?
Title: Re: Building Taps.
Post by: TheJamsh on August 17, 2009, 06:30:36 PM
nope. guns towers arnt [PoweredBuildingClass] 'es, so they still use [TurretCraftClass] for there taps, and the code wasn't copied over.

I believe this is mantised... by me probably, seeing as when i tried i kept crashing and couldn't figure out why.
Title: Re: Building Taps.
Post by: General BlackDragon on August 17, 2009, 09:12:20 PM
have you tried putting a [poweredbuildingclass] section in the gun tower?
Title: Re: Building Taps.
Post by: TheJamsh on August 17, 2009, 10:11:37 PM
didnt work for me... try it though
Title: Re: Building Taps.
Post by: Avatar on August 18, 2009, 12:07:37 AM
Make the GT a powered building class with a tapped off GT (or eight).

Think of 'powered' as a cupholder for all the other building types...

-Av-
Title: Re: Building Taps.
Post by: Rocket on August 20, 2009, 06:22:42 AM
ok, thanks.  :-)
Title: Re: Building Taps.
Post by: TheJamsh on August 20, 2009, 08:11:28 AM
did it work? last time i tried BZ2 just ignored [PoweredBuildingClass]. Been a while since i tried it though
Title: Re: Building Taps.
Post by: mrtwosheds on August 20, 2009, 11:05:06 AM
Yes it works. My Emperor is a 4 weapon turret on a sensor [PoweredBuildingClass] he hovers over another turret, that has 2 missiles, both turrets engage units independently. I have vague plans to make some sort of generic defensive "demon" tower with more turrets all stacked up on top of each other...Imagine a totem pole...with guns.
Title: Re: Building Taps.
Post by: TheJamsh on August 20, 2009, 03:45:08 PM
sounds very good. so when do we play it :P
Title: Re: Building Taps.
Post by: mrtwosheds on August 20, 2009, 08:02:42 PM
When its ready.
Title: Re: Building Taps.
Post by: TheJamsh on August 20, 2009, 09:58:26 PM
tsssk. hear that too often ;)
Title: Re: Building Taps.
Post by: Avatar on August 20, 2009, 11:26:35 PM
Quote from: mrtwosheds on August 20, 2009, 11:05:06 AM
Imagine a totem pole...with guns.

Um... NO.

And you can't make me...    :evil:

I'd like to point out that each of those eight tapped buildings can be another powered building with 8 taps.  It just takes careful geometry, and can quickly get out of hand and cause you to try to rule the world....

-Av-

(mwah-ha-ha!)
Title: Re: Building Taps.
Post by: Rocket on August 22, 2009, 11:24:40 PM
so, how do you make an, (undeploy) command for a building?

"like the recycler in FE"

does it have to be helped by DLL?
Title: Re: Building Taps.
Post by: Nielk1 on August 23, 2009, 12:03:40 AM
Quote from: Rocket on August 22, 2009, 11:24:40 PM
so, how do you make an, (undeploy) command for a building?

"like the recycler in FE"

does it have to be helped by DLL?

To have it undeploy without the help of a constructor, you must simply make a trigger object called Undeploy that the DLL looks for and acts on.
Title: Re: Building Taps.
Post by: Warfreak on August 23, 2009, 02:15:46 AM
Helped? It's ALL .dll HOWEVER, the dll to do it is so simple it can be coded with the BZ2Scriptor.
Title: Re: Building Taps.
Post by: Avatar on August 23, 2009, 02:20:02 AM
Yes, it's DLL dependent, and depending on how you want it to happen it may require an animation, also.

For BZC, to duplicate the behavior of Production Units in BZ1, I created a mine called 'Undeploy' and made it the 10th item in the build list (item 0).  I made one for each Production Unit.

When the DLL sees this mine enter the game it starts the 'undeploy' animation for the proper Production Unit, then waits the undeploy time, then replaces the building with the vehicle form.

Here's the Scriptor code for it:

//Undeploy NSDF Recycler
[routine,AvRecUD,1,true]
checkagain:
   getbylabel,Avrecundeploy,"unnamed_BZCundep11"  //look for the mine, which will have a '1' added to the label
   isAround,Avrecundeploy
   ifeq,false,checkagain
   remove,Avrecundeploy
   wait,3
   getbyTS,MyRec,1,1
   SetAnimation,MyRec,"undeploy",1
   StartAnimation,MyRec
   wait,5
   replace,MyRec,"avrecy",true
   JumpTo,checkagain

A true DLL can actually read the undeploy time, what vehicle to undeploy it into, and the undeploy animation from the ODF and use them, this is just the quick and dirty Scriptor version for use in the SP missions.

And yes, I could use one mine and look for the nearest building, grabbing that as the undeploying object, but that didn't work as well as having a dedicated object for each Production Unit.  It might work in an actual DLL better than it did in the Scriptor...
Title: Re: Building Taps.
Post by: TheJamsh on August 25, 2009, 04:45:49 PM
remember there is a FE scriptor converter, so you can see how it was all done. Im thankful for this because i now know how to create good-looking interfaces mid-game. Really cool.

Ill use the scriptor to make basic concept missions for my mod, on simple maps with notes in each area, then slowly build the map around it.