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Messages - Lordtac

#1
Maps and Modding / Re: LT's Recycler Variant
November 22, 2009, 06:44:55 PM
LOL I knew win7 was a trap.

I'm looking forward to having you back to work ahadley tell me when its fixed (or when your ready to downgrade to XP or whatever you had before)
#2
Maps and Modding / Re: LT's Recycler Variant
November 20, 2009, 03:36:35 AM
thats why I don't get vista or W7
#3
Maps and Modding / Re: LT's Recycler Variant
November 19, 2009, 04:16:21 AM
Tech Tree is DONE we are back on modeling and units
#4
Modding Tutorials / Re: Talking BZ2 Encyclopedia.
October 28, 2009, 01:04:48 PM
Quote from: TheJamsh on October 28, 2009, 11:29:00 AM
You can rotate ONLY one thing at a time on ANY vehicle. It can be whatever part you want (well, within reason), but the model would have to be cleverly put together thats all.

However, if turret_x is NOT a child of the turret_y object, then you wont get ANY side-ways rotation for your arms, so it will just look wierd.

I just want up/down rotation on the arms and left/right rotation on the torso.

nielk has already stated that this is impossible because walkers don't use the same rotation as tank turrets. walkers appear to have a specific "Pivot" point on the body that it rotates from.
#5
Modding Tutorials / Re: Talking BZ2 Encyclopedia.
October 28, 2009, 04:07:21 AM
Few more questions concerning walkers and other things.

1- if there is no way to have independent movement from torso to arms then is there a way to at least fake it? through effects make it look like the torso isn't moving? or perhaps will it bother anyone if the torso does rotate?

2- only 5 guns can be mounted on any vehicle whether their grouped or not. has GSH so much as budged on the idea of allowing open/limited weapon grouping (no more then 4 weapons per group for a grand total of 20 weapons)

Believe it or not most of my mechs and juggernauts would require open weapon grouping, we have plenty of work arounds but open weapon grouping would allow smooth coding and operation of said vehicles.

3- Is GSH the only person who modifies the BZ2 DLL code/source code/ Whatever you call it?

4- Is there ever going to be a BZ3? (I've never asked before)

5- how many units on the map at once in a MPI and/or a TStrat will cause lag or server crash. My mod seems to be pushing the limit pretty high.
#6
Modding Tutorials / Re: Talking BZ2 Encyclopedia.
October 25, 2009, 05:01:11 AM
So you can have the arms rotate independently of the torso on a walker such as the sasquatch
#7
Maps and Modding / Re: LT's Recycler Variant
October 23, 2009, 02:27:27 AM
we're not dead yet, Did some work on the tech tree and have been working on what units to add into the game.

Nielk is being very helpful, everyone else is to busy

if ANYONE has any freetime (modelers, gun coders, effect specialists) Contact me VIA pm we need more help
#8
Modding Tutorials / Re: Talking BZ2 Encyclopedia.
October 23, 2009, 02:18:22 AM
well having a building that can turn into anything is frankly out of the question, it would give the player way to much of an advantage/disadvantage in terms of resources.

having a mine that can spawn into what you command it to spawn into would be great if it could be worked out.

otherwise I'll have to figure something else out.

EDIT:

More questions

1- Is it possible to have a walker with a rotating top (rotates at torso) AND rotating arms at the same time (just up and down rotation left and right isn't needed)

2- If above isn't possible (all at same time) Is it possible to just have the walker turn at the torso while walking shooting etc.

3- I found out there is no way to rip the mechs from any of the mechwarrior games to speed things along, whats the BEST way to learn how to model (I'll need to help my modelers)

4- How do you create neat effects when a gun fires or a ship moves (jet streams from aircrafts, smoke from guns, explosions etc)
#9
Modding Tutorials / Re: Talking BZ2 Encyclopedia.
October 22, 2009, 12:54:30 AM
how about a factory that builds a building over its original location then deletes itself.
#10
Modding Tutorials / Re: Talking BZ2 Encyclopedia.
October 21, 2009, 11:34:05 PM
Quote from: General BlackDragon on October 21, 2009, 02:33:24 PM
Yes thats easy. 2 ways, either a direct instant spawn, or a tripmine spawn. You make a flaremine that's payload name is what you want to spawn, or a tripmine that turns into a flaremine that's payload name is what u want it to spawn.

The flaremine could have a triggerdelay for however long u want it to be before it makes it. You could also add a kindof render to make it look like a build effect (plume of blue/white smoke? a revealing curtian? lol)

*imagines a sabre launching a mine that turns into a service bay* lol

This "kinda" solves my problem of what to do with my commander/constructor but how would I get a vehicle of ANY KIND to carry some 12 different kinds of mines???

maybe make the mine spawn into a building that's like a mini-constructor that builds any 1 building with no range (so it builds over itself) then recycles itself?
#11
Maps and Modding / Re: Modeling question (MW3 -> BZ2)
October 21, 2009, 05:43:10 AM
Quote from: AHadley on October 20, 2009, 07:00:09 AM
Ask there how to export the models, here for how to import them into BZ.

Ah you got a point, Thank you very much
#12
Maps and Modding / Re: New aircraft AI???
October 21, 2009, 05:42:32 AM
thanks but your links broken
#13
Modding Tutorials / Re: Talking BZ2 Encyclopedia.
October 21, 2009, 05:40:40 AM
Alright here's a few questions

1- is it possible (AT ALL) to have a constructor build with its left arm and shoot with its right (I highly doubt it)

P.S. I never did ask if the constructor could "morph" at all, that might solve this problem if it can

2- Is there any work at all being done to improve aircrafts AI (attack process in particular)

3- Is it possible to have a aircraft spawn another aircraft (like shooting it from a gun) without the craft having to land (I've tried many forms of spawning but none seem to work, it always lands)

4- And finally, has anyone ever imported a model from another game into BZ2 (just wondering its not particularly important)
#14
Maps and Modding / New aircraft AI???
October 20, 2009, 02:58:46 AM
I was informed by TwinBlade that there was a new aircraft AI for BZ2 that was recently added, can anyone elaborate on this maybe toss it my way (I am using aircraft's alot in my mod)
#15
Maps and Modding / Re: Modeling question (MW3 -> BZ2)
October 20, 2009, 02:51:31 AM
Lol same thing that makes me believe they won't know.

they'll say to ask here cause none of them play BZ