Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Clavin12 on November 22, 2009, 10:20:28 AM

Title: Star Wars
Post by: Clavin12 on November 22, 2009, 10:20:28 AM
Good for a mod or a cheesy bad idea?
Title: Re: Star Wars
Post by: Warfreak on November 22, 2009, 10:25:13 AM
Its essentially already been done.

I think its the skywars mod for 1.2
Title: Re: Star Wars
Post by: iron maiden on November 27, 2009, 12:18:21 PM
I think they actually have one, I read about it somewhere. :|
Title: Re: Star Wars
Post by: RABBITPOLICE on November 27, 2009, 01:03:51 PM
they do but the star fighters are tanks
Title: Re: Star Wars
Post by: hybirdisdf on November 27, 2009, 01:10:05 PM
Yes,Its a 1.2 patch.I played it many times in past years ago.
Title: Re: Star Wars
Post by: S.cavA.rmyG.en on November 27, 2009, 08:31:13 PM
If and only if it was a real force to play with.
with real flying ships and super wepens.
it would need to set up to look good and work.
sould only be atemped if you think you can do it good.
think it allready said that it hase to be differnt form others.
Title: Re: Star Wars
Post by: Clavin12 on November 27, 2009, 08:33:45 PM
Anyway you could add a third dimension to the movement of bz2? I suppose it would take code.
Title: Re: Star Wars
Post by: AHadley on November 28, 2009, 01:08:35 AM
Quote from: Clavin12 on November 27, 2009, 08:33:45 PM
Anyway you could add a third dimension to the movement of bz2? I suppose it would take code.

Not been playing any mods recently then?
Title: Re: Star Wars
Post by: Nielk1 on November 28, 2009, 01:45:24 AM
Quote from: Clavin12 on November 27, 2009, 08:33:45 PM
Anyway you could add a third dimension to the movement of bz2? I suppose it would take code.

Did you try the E key?
Title: Re: Star Wars
Post by: S.cavA.rmyG.en on November 28, 2009, 03:09:39 AM
Quote from: Nielk1 on November 28, 2009, 01:45:24 AM
Did you try the E key?
lol
I mean you got to be kidding me even I have flying ships and some new changes to tanks that I made.
it is aways fun to set [setAltitude = -75.0]  Gravity you have met you match.
go on do it the tank will go higher and higher on to space ie the 7000m line.
Title: Re: Star Wars
Post by: Clavin12 on November 28, 2009, 04:27:36 AM
You know what I mean. Not just high altitude hover ships but real flying ones, so that you can go up and down at will.
Title: Re: Star Wars
Post by: S.cavA.rmyG.en on November 28, 2009, 05:13:46 AM
Quote from: Clavin12 on November 28, 2009, 04:27:36 AM
You know what I mean. Not just high altitude hover ships but real flying ones, so that you can go up and down at will.
got that too its one of the new things 1.3 suports.
read the mod log.
Title: Re: Star Wars
Post by: Clavin12 on November 28, 2009, 05:23:23 AM
Quote from: S.cavA.rmyG.en on November 28, 2009, 05:13:46 AM
got that too its one of the new things 1.3 suports.
read the mod log.
I believe it said changes in craft handling. nothing specific
Title: Re: Star Wars
Post by: AHadley on November 28, 2009, 12:15:09 PM
There's an entire new class!

Well, not new entirely, but completely fixed and working. Aircraft class.

Like I said, play some mods.
Title: Re: Star Wars
Post by: Clavin12 on November 28, 2009, 01:59:45 PM
How do they handle? As in how do the controls work.
Title: Re: Star Wars
Post by: S.cavA.rmyG.en on November 28, 2009, 02:01:58 PM
Aircraft class is what I used to get my SAT cons to work.
I also have a Air base for bouth forces.{takes to long to get the Building up into the sky}
prb need to make a new model or two for that but I will get to it.
my MOD is far form done but I still got some things working.
Title: Re: Star Wars
Post by: S.cavA.rmyG.en on November 28, 2009, 02:03:32 PM
[AirCraftClass]

                         OverWaterFlying = 0
                         AILiftSpring = 2.0
                         aiAltitude = 30
                         AltitudeLookahead = 2.0
                         aivelocSet(L) = 0 // minimum velocity
                         aivelocSet(M) = 0 // cruising velocity
                         aivelocSet(H) = 40.0 // maximum velocity
                         velocSet(L) = 0 // minimum velocity
                         velocSet(M) = 0 // cruising velocity
                         velocSet(H) = 40.0 // maximum velocity
                         accelThrust = 30.0 // thrust acceleration
                         accelBrake = 50.0 // brake acceleration
                         accelDrag = 50.0 // drag acceleration
                         aiaccelThrust = 30.0 // thrust acceleration
                         aiaccelBrake = 50.0 // brake acceleration
                         aiaccelDrag = 50.0 // drag acceleration
                         omegaSteer(L) = 1.8 // steer turn rate at minimum
                         omegaSteer(M) = 1.8 // steer turn rate at cruising
                         omegaSteer(H) = 1.9 // steer turn rate at maximum
                         omegaStrafe(L) = 1.8 // airbrake turn rate at minimum
                         omegaStrafe(M) = 1.8 // airbrake turn rate at cruising
                         omegaStrafe(H) = 1.9 // airbrake turn rate at maximum
                         alphaSteer = 2.0 // steering angular acceleration
                         alphaStrafe = 1.0 // airbrake angular acceleration
                         minAltitude = 1.0 // minimum altitude
                         maxAltitude = 80000.90000 // maximum altitude
                         alphaLevel = 0.8 // leveling angular acceleration
                         alphaDamp = 8.0 // damping angular acceleration
                         pitchPitch = 1.0 // maximum pitch angle
                         rollSteer = 1.6 // maximum roll angle from steering
                         rollStrafe = 1.3 // maximum roll angle from airbraking
                         timeDeploy = 5.5 // time to deploy
                         timeUndeploy = 2.5 // time to undeploy
                         timeUndeploy = 2.0 // time to undeploy
                         soundThrust = "svhraze3.wav"
                         soundTurbo = "svhraze3.wav"
soundBrake = "wmflame.wav"
soundDeploy = "wmflame.wav"
soundUndeploy = "wmflame.wav"

this sould give full control but is a littel slow for a AirCraft try it this is form a battel ship I made it is slow for rezens.
Title: Re: Star Wars
Post by: S.cavA.rmyG.en on November 28, 2009, 02:09:28 PM
if you do it right the AI can drive it.
some times you get some random problems but thats part of moding.