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Sand box mod help

Started by RABBITPOLICE, November 14, 2009, 06:43:02 PM

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Mr X

Quote from: mrtwosheds on December 19, 2009, 09:30:14 AM
Which is far too many for anyone playing bz2 to deal with.

It would be a bit cumbersome in game, wading through menus to find what you want.

That, or people's heads may explode from all of the possibilities.
Sign up for the BZ2 tournament:
http://www.bzuniverse.com/forum/index.php/topic,10101.0.html
starting January 2010!

S.cavA.rmyG.en

here this is psrt of a working ODF for a unit whith 100 buildable items you can test it your self just fill in the "__" 's whith what ever you whant ie. copy part to you own con
[GameObjectClass]
baseName = "ivcons"
classLabel = "constructionrig"
geometryName = ""
//cockpitName= "ivtank_cockpit.xsi"
cockpitName = "ivcons_cockpit.xsi"
scrapValue = 2000
scrapCost = 2000
buildTime = 5.0
maxHealth = 8000
addHealth = 10
maxAmmo = 0
collisionRadius = 5.0
unitName = "SAT.Constructor"
aiName = "RigFriend"
aiName2 = "RigEnemy"
heatSignature = 1.0
imageSignature = 2.0
radarSignature = 2.0
isAssault = 1
explosionName = "xplvehmid"
enableServiceTruckPull = 0

armorClass = H

//as you would gus I did take out the parts that make a SAT con work.

[DeployableClass]
timeDeploy = 2.0
timeUndeploy = 2.0
soundDeploy = "avartle0.wav"
soundUndeploy = "avartle4.wav"

[ConstructionRigClass]
HoverRig = true // if true, rig doesn't do the usual walking.
BeamColor = "0 255 0 255"
LineStartColor = "0 127 255 64"
LineFinishColor = "0 0 64 0"
BuildSparkConfig = "sparker" //custom build effect can be here

[BuildGroup1]  //works under ConstructionRigClass like FactoryClass.
buildLabel = "1"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup2]
buildLabel = "2"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup3]
buildLabel = "3"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup4]
buildLabel = "4"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup5]
buildLabel = "5"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item


[Buildgroup6]
buildLabel = "6"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup7]
buildLabel = "7"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup8]
buildLabel = "8"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup9]
buildLabel = "9"
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

[BuildGroup10]
buildLabel = "10" //this goup uses the 0 key for the submen.
buildItem1 = ""
buildItem2 = ""
buildItem3 = ""
buildItem4 = ""
buildItem5 = ""
buildItem7 = ""
buildItem8 = ""
buildItem9 = ""
buildItem10 = "" //uses the 0 key for this item

//100 total units 10 grupes and 10 in each all work in game total units one player can
//command at once is 110 with 1-0 base keys used and all F# full.

soundBuild = "ivrecye3.wav"
soundFinish = "ivrecye5.wav"

//I think that will work for that.
//I found this out trying to make a Factory build like a con. and got the SAT
//in the end.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│Behold The Power Of Scrap.
If it works in-game, it doesn't matter how wierd and broken it looks code wise!
what is scrap if its not wierd and broken?

AHadley

The parts that make it work are the whole point. Without the whole ODF we can't be sure your design is actually going to work. AFAIK this is beyond the class's limits.

Nielk1

It's 109 counting base slots, not 110.

Click on the image...

S.cavA.rmyG.en

Quote from: Nielk1 on December 22, 2009, 09:30:47 AM
It's 109 counting base slots, not 110.
the con. part of the unit works I just removed the craft class setting and exc. that I used to get my SAT con. to work copy everything under [ConstructionRigClass] in to your own con. it sould work I just don't want some one copying the SAT con. till I am done with my Mod.
as for Nielk take a look at the "categoryTypeOverride = #" tag 10 is a base slot but it is normaly used for comtowers wich are not a used base buildings it uses the 0 key. :-P thats some thing new in 1.3 ta5
all the overrides are listed in Commando's mod log.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│Behold The Power Of Scrap.
If it works in-game, it doesn't matter how wierd and broken it looks code wise!
what is scrap if its not wierd and broken?

Nielk1

Have you actuly TRIED this? I have NEVER gotten a 10th base slot EVER, and I tried. Thus, 109...

Click on the image...

S.cavA.rmyG.en

fine 109 is still a good #.
now I gus I can try making the 10th work right?
don't think it will be to hard its just some small code to change.
no I did not test it becouse I did not want a comtower as a base building.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│Behold The Power Of Scrap.
If it works in-game, it doesn't matter how wierd and broken it looks code wise!
what is scrap if its not wierd and broken?

Shadow Knight

Quote from: Nielk1 on December 22, 2009, 08:22:37 PM
Have you actuly TRIED this? I have NEVER gotten a 10th base slot EVER, and I tried. Thus, 109...
Quote from: S.cavA.rmyG.en on December 22, 2009, 08:52:06 PM
fine 109 is still a good #.
now I gus I can try making the 10th work right?
don't think it will be to hard its just some small code to change.
no I did not test it becouse I did not want a comtower as a base building.

When one of the more experienced modders on the board says he's tried and failed, that's generally not a sign that it's possible

S.cavA.rmyG.en

it's possible just need to add 10 in to the config.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│Behold The Power Of Scrap.
If it works in-game, it doesn't matter how wierd and broken it looks code wise!
what is scrap if its not wierd and broken?

Clavin12

How about we stop arguing and have him test it.
C l a v i n 1 2

bb1

Quote from: S.cavA.rmyG.en on December 22, 2009, 08:52:06 PM
fine 109 is still a good #.
now I gus I can try making the 10th work right?
don't think it will be to hard its just some small code to change.
no I did not test it becouse I did not want a comtower as a base building.


Nielk1

Quote from: Clavin12 on December 22, 2009, 09:08:23 PM
How about we stop arguing and have him test it.

Not sure who this is directed at but I tried it before as I said. Test it yourself, does not work. There is no such thing as baseslot 0/10. Thus you can have a max of 109 controllable objects at a time.

Click on the image...

TheJamsh

yerp. not possible. 9 is the limit of base slots.


BZII Expansion Pack Development Leader. Coming Soon.

S.cavA.rmyG.en

but still a con. that can build a 100 units is possible and I have tested that.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│Behold The Power Of Scrap.
If it works in-game, it doesn't matter how wierd and broken it looks code wise!
what is scrap if its not wierd and broken?

Nielk1

Quote from: S.cavA.rmyG.en on December 23, 2009, 04:23:43 PM
but still a con. that can build a 100 units is possible and I have tested that.

Yes, hence why NO ONE AT ALL said anything about your god damn constructor.

Click on the image...