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something I can't seam to get working.

Started by S.cavA.rmyG.en, December 06, 2009, 02:29:53 PM

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S.cavA.rmyG.en

its 3:16 here so I will latter feel free to coment I will get to them latter.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│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?

VSMIT

Terminals will not work if the building they're used on does not own terrain.
I find that if I don't have a signature, some people disregard the last couple of lines of a long post.
Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

S.cavA.rmyG.en

#17
Quote from: VSMIT on December 07, 2009, 02:17:17 AM
Terminals will not work if the building they're used on does not own terrain.
this is form the building as long as it has WeaponConfig = "iweapon.odf" and a refence to the terminal in the odf it works.
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
ownsTerrain = 0
isAssault = 1
isSingle = 1

god I changed so much of the units stucture the ai treat it half as a building half as a ship has hard points form bouth and usese a recycler odf to build with it works if I realy need to send you a copy fine.
I give you a copy of your nuke wall I am at it.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│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

Quote from: S.cavA.rmyG.en on December 07, 2009, 04:19:21 AM
this is form the building as long as it has WeaponConfig = "iweapon.odf" and a refence to the terminal in the odf it works.

iweapon.odf is used for factories to tell them what weapons vehicles can be loaded out with. Has nothing to do with mobility or terminals.

Package it up and give it to us as proof of concept, or it didn't happen.

S.cavA.rmyG.en

#19
[GameObjectClass]
baseName = "ibairb"
geometryName = "ivairb02.xsi"
unitIcon = "icon_base_fact2.tga"
classLabel = "recycler"
scrapCost = 75
scrapValue = 15
maxHealth = 9000
maxAmmo = 0
unitName = "Air base"
aiName = "BuildingProcess"
aiName2 = "BuildingProcess"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
ownsTerrain = 0
isAssault = 1
isSingle = 1
explosionName = "xbldlarge_srv"

armorClass = H

requireCount = 1//0
requireName1 = "ibpgen2"
requireText1 = ""

provideCount = 3
provideName1 = "ibfact"
provideName2 = "ibfact2"
provideName3 = "ibairbd"

collisionRadius = 4.0


lightHard1 = "hp_light_1"
lightName1 = "o_white_nf"

//[HoverCraftClass]
//velocForward = 10.0
//velocReverse = 5.0
//accelThrust = 3.0
//omegaSpin = 0.5
//omegaTurn = 0.5
//accelThrust = 19.0 // acceleration [20.]
//accelBrake = 75.0 // braking
//accelDragStop = 6.0 // how fast it stops once hands are off controls [5.9]
//accelJump = 15.0

//setAltitude = 1.0 // how high off the ground

//alphaTrack = 21.0 //springs speed it rights itself [5.]
//alphaDamp = 8.0 //shocks [5.]

//pitchPitch = 0.25 // nose up [.1]
//pitchThrust = 0.1 // nose down [.14]

//rollStrafe = 0.09 // rolls while strafing [2.]
//omegaSpin = 3.0 // spinning in place speed [2.2]
//omegaTurn = 3.0 // turning while moving speed [3.0]
//alphaSteer = 5.5 // how fast it responds to steering [4.9]
//rollSteer = 0.12 // rolls while steering [2.0]

//soundThrust = "itank01h.wav"
//soundTurbo = "avrckte1.wav"
//this copy dose not move that is a set of 3 I am still working on but this sould prove
//my point,


[PoweredBuildingClass]
SoundSwitchOn = "poweron.wav"
SoundSwitchOff = "powerdown.wav"
detectRange = 100

[BuildingClass]
tunnelCount = 1

tunnel01X0 = 3
tunnel01Z0 = 3
tunnel01DX = 2
tunnel01DZ = 4
tunnel01Edge = "wwtw"

soundAmbient = "ibfact00.wav"

// play ambient sound

[FactoryClass]
BeamColor = "0 32 64 32"
LineStartColor = "0 127 255 64"
LineFinishColor = "0 0 64 0"
BuildSparkConfig = "sparker" //custom build effect
WeaponConfig = "iweapon.odf"
soundBuild = "ibrecy02.wav"
soundFinish = "iapc04.wav"
reloadMsg = "ivrecy12.wav"
rescueMsg = "ivrecy13.wav"

[BuildGroup1]
buildLabel = "Primary Units"


[BuildGroup2]
buildLabel = "Hevy Units"



[Buildgroup3]
buildLabel = "Advanced"

[Lod1]
geometryName = "ivairb02.xsi" ;geometry for lod1
distance = 80
dontShiftLOD = 1

full copy who wants the first model?
│░│
│▒│
│▒│
│▓│
│▓│
│▓│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?

S.cavA.rmyG.en

Quote from: AHadley on December 07, 2009, 02:55:21 PM
iweapon.odf is used for factories to tell them what weapons vehicles can be loaded out with. Has nothing to do with mobility or terminals.

Package it up and give it to us as proof of concept, or it didn't happen.
Mobility no but terminals yes.
mobility was the start of this but now a lote of people stated saying its inposeble for the  terminals to work on this unit..so here we are.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│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

Package up a .7z or .zip for us to download. That would count as proof of concept :P

S.cavA.rmyG.en

Quote from: AHadley on December 08, 2009, 04:40:20 AM
Package up a .7z or .zip for us to download. That would count as proof of concept :P
I sent you and a lot of others emails with files in them I don't have a FTS right now.
cheack it :-P
│░│
│▒│
│▒│
│▓│
│▓│
│▓│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


S.cavA.rmyG.en

got it all working now I am going to add this to my MOD as some thing to put in the 5 free base slots.
made a model for the scion air base [scion hive] I will post pics when I get to it.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│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?