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Messages - Mauler_Bait

#1
Maps and Modding / Re: Gunspire Heartache
December 01, 2008, 04:25:21 AM
Th heavy spire is the spire in front of the assault spire on the upgrade tree. Its odf....

[GameObjectClass]
mrmFactor = 0
geometryName = "fbspir00.xsi"
animCount = 1
animName1 = "deploy"
animFile1 = "fbspir00.xsi"
classLabel = "turret"
collisionRadius = 1.0
scrapCost = 80
scrapValue = 40
powerCost = 0
maxHealth = 6000
maxAmmo = 10000
addhealth = 8
unitName = "Heavy Spire"
aiName = "GunTowerFriend"
aiName2 = "GunTowerEnemy"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1

armorClass = H

buildSupport = "B"
buildRequire = "F"

requireCount = 0

provideCount = 3
provideName2 = "fbspir"
provideName3 = "defender"

///// WEAPON ////////////////////

weaponMask = 00001
weaponHard1 = "hp_cannon_1"
weaponName1 = "gmabolt"
weaponAssault1 = 1

/////////////////////////////////

upgradeName = fbaspire

turretCount = 2
turretName1 = "turret_y"
turretName2 = "turret_x"

[BuildingClass]
soundAmbient = "sgtow01.wav"

[CraftClass]
rangeScan = 410.0
periodScan = 0.0
velocJam = 0.0
weaponPitch = 1.5
steerFactor = 1.0
engageRange = 265
attackTask = "AssaultTankAttack"
subAttackTask = "SupportSubAttack"
subAttackClass = "NNS"

[TurretCraftClass]
powerTap1 = "HP_TAP_1"
powerName = "fblung"
omegaTurret = 2.0
detectRange = 266

The assault spire is unchanged...
#2
Maps and Modding / Gunspire Heartache
December 01, 2008, 04:22:28 AM
I recently added GreenHearts assault spire to the build tree of a little mod i have going, but the game aves whenever I build it---I was wondering if it has something to do with the fact that you can upgrade ther towers into the assauilt spire.

Heres the Error log

ERR |GLOBAL          |    ExceptionHandler:244  |21:41:53|662446 |---- Battlezone II Log File ----
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662479 |//=====================================================
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662503 |App version: Patch 1.3pb4a Aug  4 2008 12:08:55
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662529 |Windows version: Windows Version: 5.1.2600 'Service Pack 3' PlatformID=2

ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662554 |Last few battlezone.log lines (may or may not be relevant):
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662586 |DIAG|GLOBAL          |            runcodes:153  |21:31:37|45764  |[Main] Entering run code [MISSION]
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662612 |DIAG|GLOBAL          |            runcodes:153  |21:31:37|45764  |[Mission] Entering run code [RUN]
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662637 |DIAG|GLOBAL          |            Planners:9959 |21:31:37|46202  |SetAIP - cfg(Standardif0.aip) team(5)

ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662662 |DIAG|GLOBAL          |            Planners:9959 |21:32:10|78937  |SetAIP - cfg(Standardif3.aip) team(5)

ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662687 |(done)

ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662712 |Exception code: C0000005 (ACCESS VIOLATION) WRITING to 00000000h
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662737 |Message :  Exception
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662762 |Error occurred at 11/30/2008 21:41:56.
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662787 |C:\Program Files\Battlezone pb4\bzone.exe, run by ColemanGaines.
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662814 |1 processor(s), type 586.
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662837 |Process Memory :   1784 MB free out of   2048 MB total
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662862 |Physical memory:    585 MB free out of   1024 MB total
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662887 |Page(swap) file:   3834 MB free out of   4229 MB total
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662914 |Fault address:  00445EFF 01:00044EFF C:\Program Files\Battlezone pb4\bzone.exe
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662937 |
Registers:
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662962 |EAX:00000000
EBX:00000000
ECX:00000000
EDX:0D5F0FF4
ESI:0D5F0EA4
EDI:0DBB2AD0
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|662987 |CS:EIP:001B:00445EFF
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|663014 |SS:ESP:0023:022EFADC  EBP:022EFB18
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|663037 |DS:0023  ES:0023  FS:003B  GS:0000
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|663062 |Flags:00210246
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|663086 |
Call stack:
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|663112 |Address   Return    Function            SourceFile
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|663241 |00445EFF  00000000  00449F04  UnitTask::UnitTask+0x00000046
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|663305 |00449F04  00000000  0044526C  NewCoastTask+0x0000001D
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|663370 |0044526C  00000000  004018CD  UnitProcess::InitWait+0x0000005D
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:54|663444 |004018CD  00000000  004675FA  AiMission::Update+0x000001F7
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663508 |004675FA  00000000  00468195  MoveOneTurn+0x0000011B
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663546 |00468195  00000000  0057DDAF  MissionHandler::State::RunState::Process+0x000003B1
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663575 |0057DDAF  00000000  00465C7A  RunCodes::Process+0x000001BF
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663614 |00465C7A  00000000  0057DDAF  MissionHandler::Process+0x00000012
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663646 |0057DDAF  00000000  0057D8B4  RunCodes::Process+0x000001BF
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663672 |0057D8B4  00000000  0045B598  Main::MessagePump+0x00000064
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663718 |0045B598  00000000  0045B28D  HandledMain+0x000003F6
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663754 |0045B28D  00000000  00458BC8  HandledMain+0x000000EB
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663808 |00458BC8  00000000  0056DBFD  WinMain+0x00000059
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663894 |0056DBFD  00000000  7C817067  fabs+0x00000191
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663929 |7C817067  00000000  00000000  RegisterWaitForInputIdle+0x00000049
ERR |GLOBAL          |    ExceptionHandler:244  |21:41:55|663954 |

#3
Maps and Modding / Re: ODF Mod
December 01, 2008, 04:18:08 AM
hehe your stuff sound a lot like my mod---Ive been able to do just about all the stuff youve asked about except for the apc guns....tho I hardly use the things except out of boredom---lesse

To change the types of wepons a ship can carry you need  to dl the .xsi pack from bzscrap.com, and edit the information for the particular ship model that goes with whatever ship you want to modify---for example i editid my assault tank's mortar mounts to combat mode mg mounts. What you have to do is open up .xsi--(the ships actual model) and change the mount you want into hp_mortar. So say you want to change the missile to a mortar you would go into ivscout00.xsi and change all the hp_missle entries into hp_mortar. then edit the .odf to match Viola mortars on scouts.

Same goes for the sentry, but id just add the dragoon and beef up its ammo values a bit it does the gun/missle thing pretty good.

The scrap cost of weapons is determined in each weapons ap file, i.e. the box you drop from the armory. thats where you set the build tree for each particular wep and its cost

[GameObjectClass]
geometryName = "apgun00.xsi"
classLabel = "wpnpower"
scrapCost = 20                        <----Here is your scrap cost
scrapValue = 0
maxHealth = 150
maxAmmo = 0
unitName = NULL
aiName = "PowerUpProcess"

lightHard1 = "hp_light_1"
lightName1 = "omnicyan"

unitName = "20mm Cannon"
aiName = "PowerUpProcess"

requireCount = 1
requireName1 = "ibsbay"
requireText1 = "Build Service Bay"

[PowerUpClass]
soundPickup = "pickup01.wav"
soundReject = "reject.wav"

[WeaponPowerupClass]
weaponName = "gacannon_c"


Adding a new ship/weapon to the factory is as easy as adding them to the armory. just open up the data.pak files with pak explorer and you will see exactly how its done. same goes for the cons---Heres my build tree for a little mod i got going

[FactoryClass]
soundBuild = "ibrecy02.wav"
soundFinish = "iapc04.wav"
reloadMsg = "ivrecy12.wav"
rescueMsg = "ivrecy13.wav"

buildItem1 = "ivmisl"
buildItem2 = "ivhvymis"
buildItem3 = "ivtank"
buildItem4 = "ivrckt"
buildItem5 = "ivatank"
buildItem6 = "ivwalk"
buildItem7 = "ivawalk"
buildItem8 = "ivrbomb"
buildItem9 = "ivbomb"
[BuildGroup10]                  <---This allows you to have an extra menu to get over the 10 ship limit
buildLabel = "Extra Vehicles"
buildItem1 = "ivmb2"
buildItem2 = "ivrckt2"
buildItem3 = "ivdestroy"
buildItem4 = "ivapc"
buildItem5 = "ivmbtank"

Aaaand here's my constructor build tree with buttloads of extra gun/rocket towers just add the .odf names of the rocket towers etc. into them like they are shown and he can build them.

[ConstructionRigClass]
buildItem1 = "ibpgen"
buildItem2 = "ibfact"
buildItem3 = "ibcbun"
buildItem4 = "ibarmo"
buildItem5 = "ibsbay"
buildItem6 = "ibgtow"
buildItem7 = "ibtrain"
buildItem8 = "ibtcen"
buildItem9 = "ibbomb"
[BuildGroup10]
buildLabel = "Extra Towers"
buildItem1 = "atower"
buildItem2 = "agtow"
buildItem3 = "rtow"
buildItem4 = "Ltow"


And yeah your right Salvoes KICK ASS!!! :) I notieced in 1.2 that they were good out to about 155 yards instead of the ai's enguage range of 120 so i increaced it in my mod and Now the rocket tanks are obscenely good with them 2 or 3 of them backed up by some turrets can drop maulers in their tracks.


#4
Battlezone 2 / Re: Longest Game Ever?
December 01, 2008, 03:54:49 AM
I almost got you..Firestorm is always a beast....4 hours and 17 minutes in 1.3 beta 3 vs scions
#5
Public 1.3 Beta 4 Archive / Re: Tug and Hauler fun
August 15, 2008, 05:45:12 PM
Heh I do that a lot in strat games or mpi if i find a pool undefended....Especially and upgraded pool because most commanders dont think about upgraded pools that they think are "Safe" :P
#6
Battlezone 2 / Bugged FE maps
August 15, 2008, 05:38:17 PM
FOr some reason my Fe maps dont show up when i try to host a mutiplayer game, Onlyt the 1.2 maps and some g66 maps ive installed show up Any help?
#7
Battlezone 2 / Re: ammo setting question
August 15, 2008, 05:37:06 PM
Those ships are special and are controlled by the missions .dll file i think. You can only change the weapons loadout, but ammo regeneration and health regeneration dont work for some reason
#8
Maps and Modding / Re: My "minimod"
July 14, 2008, 05:03:05 AM
Im not very good with explosion renders...im JUST getting the hang of weapons renders and muzzle flashes and such.....It wasnt just a frag missile i was after, i had another weapon in mind. It would be a missile that could be command detonated and spawn smaller homing missiles
#9
Maps and Modding / Re: My "minimod"
July 14, 2008, 03:59:11 AM
no i man a NON spraybomb class like Thermalmissile or something
#10
Maps and Modding / Re: My "minimod"
July 13, 2008, 08:15:20 PM
Ok cool....Now i have a question for YOU Mr .odf MASTA :P Is it possible to have a non spraybomb class weapon spawn weapons? Ex. would be a Frag missile that went off with small explosion and fired shrapnel into nearby ships. And is it possible to have it fire them even if it hits a ship? And if not can an explosion be modded to do it?
#11
Maps and Modding / Re: My "minimod"
July 13, 2008, 07:28:00 AM
Im still cleaning up all the .odfs...thers lots of "Leftovers" from failed experiments :) But i have another question...how do you get a new AIP set to show up in the opions menu before you start an instant action game? I wanted to get one of the standard ones and mod it a bit to use some of my extra units and use some different attackers. (such as blast sabres, and a few destroyers and such...)
#12
Maps and Modding / Re: My "minimod"
July 08, 2008, 05:03:35 PM
Nahh comps pretty reliable so i doubt id crash on me, and most of the stuff ive done short of the weapons i personally made can be redone if a few weeks from scratch :)
#13
Maps and Modding / Re: My "minimod"
July 08, 2008, 06:52:15 AM
Hehe glad to see i got some support on here :P

I dont mind if y all whine and complain about them not working right its what im posting it for :) i have a few more changes to make, delete a few unessisary files and ill start emailing it to you guys first for testing before i put it on a website

I know it still needs TONS of work done on it, as i havent quite gotten the scions the way i wanted them, plus lotsa quirks and stuff i noticed with the ai controlled ships....i love the fact that ai wingmen are now at halfway decent at helping protect you in pb4, but for some of the units i had to give them longer engage ranges to have a better chance of engageing air targets...so that squad of heavy scouts you told to follow you will go hauling ass after the guntower ahead of you and get creamed just as a titan or walker comes blundering around the corner :) sorta frustrating, but can be avoided if you keep en eye on your ships. I like the Heavy scouts to be agressive like that because they come stock with a pretty nasty gun and will shred through enemies fairly quickly.

Another little quirk i noticed was with the turrets...I modded these with 200 yard enguage ranges, but set them to use the weapons max range as both races have assault mode guns capable of that distance. Problem is if you forget to tell your turrets to hold position after they deploy, sometimes they "go stupid" because and enemy unit is hanging just behind a hill under 200 yards, but a mauler comes barreling over the hill while they fixate on the hidden unit.
#14
Maps and Modding / Re: My "minimod"
July 06, 2008, 05:44:23 AM
Hehe sorry im a lazy bastid and hate to use the enter key. :P

Ok where could i host my stuff up so people can download it... i have a special .cfg file so you dont have to install another instance of Public beta 4 in order to run it, all you need is a modified shortcut...

And i dont know what you mean but testing in the editor....all units or weapons i modded i simply made a .odf and tested it in a saved instant action game. I also tested an earlier version online with a friend of mine against the computer and it worked correctly then. Ive just gottten done tweaking the majority of the units and weps to work with the new aips and such of PB4. (like fixing that odd missile curve problem with heat seekers....) I wouldnt mind one of you guys making a tweaked version that could be balanced enough for strats...very bloody strats tho....:)
#15
Maps and Modding / My "minimod"
July 05, 2008, 12:34:30 AM
Ive been playing around with this little mini mod ive had going for a while now...since pb2, and i would really like to give it to someone more experienced than me and see what they thought of it....its got just about every ship in battlezone 2 fe and G66 mods all in one PLUS i made room for the new units in PB4, and a few variants i made...also has a few weps from g66 and a few i made up myself thrown in. I just wanted someone to test it out and see what they thought.

  There are also many (MANY!!!) different variants of guntowers and Spires in here, and i also made a lot of the units automatically engage air targets that wander too close...so dont expect that pack of Sabres to be easy pickings for your bomber..one just may be armed with a mass driver and shoot that sucker right out the sky :)
  Also tweaked all the ships and weapons quite a bit...all ships regenreate health....missile scouts have light armor and come in 2 versions...one is the hvy missile scout...(i had this before i found out about the one in pb4) 1 combat and one assault. there is also a heavy scout with light armor for all you scout fans :),as i love to use the scout late in the game, but the lack of ammo capacity and armor mean mean i cant really stand up to the heavier ships. This version also comes stock with a isdf shield (witch can now be added on from the factory or rec, or launched from the armory-costs no ammo to keep it on)

  There are also combat and assault versions of the attilla walker rocket tank and assault tank and, but the assault tank loses its mortars for 2 machine guns. Ive only just started working over the scions ships, but its still quite unbalanced....even though Gouhls with omega burst and hvy machine guns are nasty :P This was ment only for mpi, as it isnt remotely balanced enough for stratting, even if both played as the same race :), Especially with the higher end guntowers and spires in the game...if your opponent managed to get up a Scion Gauss spire, then anythnig within 300 meters would get toasted fairly quickly, or even worse the scion missile spire-ESPECIALLY if you upgrade it.  The level 2 version has one Momma of an assault mode missile-the Helios. Goes off with a powerful explosion and will ruin a scouts day in 1 hit if hes close enuf to the center. But since its an image seeker its not the best idea to spam a lot of these because of the small image signature of bombers and other airborne targets. By the time you lock the bomber or apc it will be far too late :)
You can mount this missile on your hover units, but in all ships its only 1 shot per full load of ammo.


Edit- Fixed the paragraphs so you wouldnt get bored :P