• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu

AIPs...?

Started by General BlackDragon, August 23, 2008, 07:49:17 PM

Previous topic - Next topic

TheJamsh

do you have both:

svrecycpu
svrecy

avrecycpu
avrecy

?? try turning on /odf warnings as well


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

yes those work.

instant action works.

I copied the instant action map, and made it mpi.

Is there something i missed on map?



*****General BlackDragon*****

mrtwosheds

Yes I suppose if no recy is spawned it looks for an aip that is not there, bzceasy_s.
You probably just need to put the right pathpoints on the map.

TheJamsh

i think MPI needs more pathpoints than IA as standard...

i know strats need none, just two pspwn_1.odf things.


BZII Expansion Pack Development Leader. Coming Soon.

bigbadbogie

Strat maps are so easy that I could do them in my sleep.

MPI and IA are basically the same you know... just more players on team 1.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

General BlackDragon

still need an answer as to why.



*****General BlackDragon*****

Red Devil

There should be one RecyclerEnemy path point in the enemy base, a Recycler path point in your base, and no pspwn's on the map for MPI.
What box???

GreenHeart

Quote from: Red Devil on October 28, 2008, 02:34:42 AM
There should be one RecyclerEnemy path point in the enemy base, a Recycler path point in your base, and no pspwn's on the map for MPI.

You are only required to have one pspwn_1 on team zero for the human team for IA & MPI.
Signature:
Many failures will take place in the process of attempting to achive your goal. It don't matter how many times you fail, Its how much you've learned each time since its apart of the learning process.

General BlackDragon




*****General BlackDragon*****

TheJamsh

there must be something missing.

my lovingly crafter and re-created tranquility MPI/IA/ST map got its .bzn fiel corrupted and wouldnt load because i had named path points wrong. luckily i had a backup :)


BZII Expansion Pack Development Leader. Coming Soon.

bigbadbogie

Save it in ASCII and then you can edit pathpoint names directly in the .bzn file.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

General BlackDragon




*****General BlackDragon*****

TheJamsh

yeh i did, but it still failed...


BZII Expansion Pack Development Leader. Coming Soon.

Red Devil

I'm thinking that this is in the map's inf file:

svar3 = "bzceasy_s"

and it needs to be be this:

svar3 = "bzceasy_"

Kinda like groping around in the dark, though.
What box???

General BlackDragon

maps inf file.

[DESCRIPTION]
missionName = "BZC MPI: The Crater"
mapTga = "BZCCraterI.bmp"
mapDesc = "BZCCraterI.odf"
mySide = 1

[NetVars]
// For master list of descriptions, see source\network\vars.txt
ivar0 = 0 // Kill limit, 0= unlimited
ivar1 = 0 // Time limit, 0= unlimited
ivar2 = 5 // player limit. Commenting out this line means current setting not changed
ivar3 = 1 // 1=Teamplay on, 0=Teamplay off
ivar4 = -1 //786432 // Bitfields saying which vehicles out of mpvehicles.txt are allowable. 33= both scouts
ivar5 = 2 // All=0, DM=1, Strat=2, all other values undefined (used in filters)
ivar6 = 0 // Vehicles allowable II (if ever implemented)
ivar7 = 2 // Strategy02.dll starting prefs: turrets at AI level 2, rest AI 0, default scrap, nothing extra [see vars.txt for gory details on bits]
ivar8 = 1 // Sync Join. 0=off, 1=on.
ivar9 = 30 //unit limit, 0 is unlimited
//ivar10 = 0 // 0=pausing joins, 1=nonpausing
ivar11 = 1 // locks team play
ivar12 = 1   // lock all to team 1
ivar13 = 115   // ascii for enemy team: NSDF=97, BDOG=98, CCA=115, RWLF=114, CRA=99, Olympian=111, Hadean=104
ivar14 = 1 // points for killing AI
ivar15 = 1 // kill for killing AI
ivar16 = 1 // keep sniper rifle on pilot respawn

ivar20 = 4 // mwf setting :)

ivar23 = 0 // Default scrap cheat for humans
ivar24 = 0 // Default scrap cheat for CPU

ivar30 = 1 // weaponlinking on :) (because I really don't want to go through 32 extra option files again)

ivar60Min = 0 // Minimum lives, 1. (0 is to turn lives off)
ivar60Max = 5 //Maximum lives, 5.


// Svar0 (.bzn filename, used to look for an .inf file like this)
// *not* read in, as that would cause an infinite loop
svar1 = "Team Red" // Team name for team 1
svar2 = "Team Blue" // Team name for team 2
svar3 = "bzceasy_" //Normal aip's by default
svar4 = "BZCmpvehicles.txt" //moon, default
svar5 = "ivrecy_m" // Lockstep to make sure correct Recy is preset to begin with.
svar6 = "BZC_stratstarting.txt" // race letter.
svar7 = "bzcmpi" // Custom shell page to pull up [actually bzshell_multi_####.cfg] //moon, default
svar9 = "BZCRecyList.txt" // Custom Recycler list file. //moon, default
svar10 = "BZC_aiplist.txt" // Custom AIP list file. //moon, default
svar13 = "BZCanimals.txt" // lets make furies :) //moon, default



*****General BlackDragon*****