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Feature you Probably Don't Know About - Cloak Morph

Started by Warfreak, December 11, 2009, 09:09:06 AM

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Zero Angel

#15
My PB3 install contains sym, map, lib and exp  files.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

bb1

Quote from: Zero Angel on December 12, 2009, 11:51:51 AM
Nothing is more annoying than someone who thinks he knows what he's talking about, but he's just talking out his anus. velocHide DID work in BZ2 (at least in PB2), because I personally tested it out (if it didnt work then I wouldntve posted it) -- however is no longer part of the code.

Quote from: GSH on December 12, 2009, 04:21:20 PM
I've dug thru code, at least back to 1.2. No such thing ever seems to have existed. And, BZ2 should have shipped with .sym files, not .map, as the (old) callstack dumps read in .sym files.

-- GSH

OOH! Take that schooling up YOUR anus, pal. And I was mainly talking about the bz1 function and the CURRENT bz2 function. Look closer before you accuse me of anus talking, bub.

AHadley


General BlackDragon




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

Zero Angel

Quote from: bb1 on December 12, 2009, 07:51:09 PM
OOH! Take that schooling up YOUR anus, pal. And I was mainly talking about the bz1 function and the CURRENT bz2 function. Look closer before you accuse me of anus talking, bub.
Fair enough.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

S.cavA.rmyG.en

this is a fun one I am using in my MOD.
[CraftClass]
CanInteractWithTerminal = true // default = true for all pilots/persons.
makes units able to use building terminals.


this Is a list of ODF tags I am not 100% surr what they do.
[StructureClass] ? not surr what it dose at all just know its there [Insert warning here].
{ComboShot} this ones listed but just has a pic no code on how or if it can be used nice pic but still can't use it without the code as a refence.
its still a good job you did on this Commando.

│░│
│▒│
│▒│
│▓│
│▓│
│▓│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

I read the howl log and just about all code I coud find on this game and others.
now to find something worth making out of it that is still something fun now that is hard.
ya I am crazy.
so back to topic.
[LockShellClass] something like LeaderRoundClass not 100% on all it dose.
"CLASS_TELEPORTAL" lol be lots of use if I can find what it dose.
[TeleportalClass ]settings unknown.
class listings form the mod log in dill cfg terms.

0: Returns the GameObjectClass's cfg string

1: Returns the ODF of the object

2: Returns the GameObjectClass's gCfg string (not 100% sure how it differs from 0)





3: Returns the entity type of the object, one of the follow (though

   not all are possible for objects the DLL knows about). Values will be

             a string from the following list:





            "CLASS_ID_NONE",                 // undefined object (default)

            "CLASS_ID_CRAFT",                // hovering vehicle

            "CLASS_ID_VEHICLE",// tracked vehicle

            "CLASS_ID_TORPEDO",          // miniature vehicle

            "CLASS_ID_POWERUP",          // power up pod

            "CLASS_ID_PERSON", // pilot or soldier

            "CLASS_ID_ANIMAL",  // animal

            "CLASS_ID_STRUCT", // generic building

            "CLASS_ID_BUILDING",           // important building

            "CLASS_ID_SIGN",                   // mine object

            "CLASS_ID_SCRAP",               // scrap piece

            "CLASS_ID_DEPOSIT",// scrap deposit

            "CLASS_ID_BEACON", // nav beacon

            "CLASS_ID_PLANT",                // plant object

            "CLASS_ID_TERRAIN",// terrain object

            "CLASS_ID_WEAPON",            // weapon object

            "CLASS_ID_ORDNANCE",        // ordnance object

            "CLASS_ID_EXPLOSION",        // explosion object

            "CLASS_ID_CHUNK",               // chunk object

            "CLASS_ID_CRASH",               // crash object

            "CLASS_ID_COLLAPSE",         // collapsing object





4: Returns the GameObject class of the object, one of the following (though

   not all are possible for objects the DLL knows about). Values will be

             a string from the following list (trimmed to 20 characters; filename is

   just a hint in case you're trying to figure out what it means):





  "CLASS_AIR" // AirCraft.h

  "CLASS_ANCHORROCKET" // AnchorRocketClass.h

  "CLASS_APC" // APC.h

  "CLASS_ARCCANNON" // ArcCannonClass.h

  "CLASS_ARMORY" // Armory.h

  "CLASS_ARTIFACT" // Artifact.h

  "CLASS_ARTILLERY" // Artillery.h

  "CLASS_ASSAULTTANK" // AssaultTank.h

  "CLASS_BARRACKS" // Barracks.h

  "CLASS_BLINK" // BlinkDeviceClass.h

  "CLASS_BOMBER" // Bomber.h

  "CLASS_BOMBERBAY" // BomberBay.h

  "CLASS_BUILDING" // BuildingClass.h

  "CLASS_BULLET" // BulletClass.h

  "CLASS_CANNON" // CannonClass.h

  "CLASS_CANNON_MACHINEGUN" // MachineGunClass.h

  "CLASS_CANNON_TARGETING" // TargetingGunClass.h

  "CLASS_CHARGEGUN" // ChargeGunClass.h

  "CLASS_COMMBUNKER" // CommBunker.h

  "CLASS_COMMTOWER" // CommTower.h

  "CLASS_COMMVEHICLE" // CommVehicle.h

  "CLASS_CONSTRUCTIONRIG" // ConstructionRig.h

  "CLASS_CRAFT" // CraftClass.h

  "CLASS_DAMAGEFIELD" // DamageFieldClass.h

  "CLASS_DAYWRECKER" // DayWrecker.h

  "CLASS_DEPLOYABLE" // Deployable.h

  "CLASS_DEPLOYBUILDING" // DeployBuilding.h

  "CLASS_DEPOSIT" // Deposit.h

  "CLASS_DISPENSER" // DispenserClass.h

  "CLASS_EXTRACTOR" // Extractor.h

  "CLASS_FACTORY" // Factory.h

  "CLASS_FLAG" // FlagObject.h

  "CLASS_FLAREMINE" // FlareMineClass.h

  "CLASS_GAMEOBJECT" // GameObjectClass.h

  "CLASS_GRENADE" // GrenadeClass.h

  "CLASS_GRENADE_LASERPOPPER" // LaserPopperClass.h

  "CLASS_GRENADE_POPPER" // PopperClass.h

//  "CLASS_GRENADE_RADARPOPPER" // RadarPopperClass.h [Same sig as GRENADE_POPPER, uses that]

  "CLASS_HOVER" // HoverCraft.h

  "CLASS_HOWITZER" // Howitzer.h

  "CLASS_I76BUILDING" // Building.h

  "CLASS_JAMMER" // JammerTower.h

  "CLASS_JETPACK" // JetPackClass.h

  "CLASS_KINGOFHILL" // KingOfHill.h

  "CLASS_LAUNCHER" // LauncherClass.h

  "CLASS_LAUNCHER_IMAGE" // ImageLauncherClass.h

  "CLASS_LAUNCHER_MULTI" // MultiLauncherClass.h

  "CLASS_LAUNCHER_RADAR" // RadarLauncherClass.h

  "CLASS_LAUNCHER_THERMAL" // ThermalLauncherClass.h

  "CLASS_LAUNCHER_TORPEDO" // TorpedoLauncherClass.h

//  "CLASS_LEADER_ROUND" // LeaderRoundClass.h [Same sig as CLASS_CANNON_TARGETING, returns that]

  "CLASS_LOCKSHELL" // LockShellClass.h

  "CLASS_MAGNETGUN" // MagnetGunClass.h

  "CLASS_MAGNETSHELL" // MagnetShellClass.h

  "CLASS_MINE" // MineClass.h

  "CLASS_MINELAYER" // Minelayer.h

  "CLASS_MINE_MAGNET" // MagnetMineClass.h

  "CLASS_MINE_PROXIMITY" // ProximityMineClass.h

  "CLASS_MINE_TRIP" // TripMineClass.h

  "CLASS_MINE_WEAPON" // WeaponMineClass.h

  "CLASS_MISSILE" // MissileClass.h

  "CLASS_MISSILE_IMAGE" // ImageMissileClass.h

  "CLASS_MISSILE_LASER" // LaserMissileClass.h

  "CLASS_MISSILE_RADAR" // RadarMissileClass.h

  "CLASS_MISSILE_THERMAL" // ThermalMissileClass.h

  "CLASS_MORPHTANK" // MorphTank.h

  "CLASS_MORTAR" // MortarClass.h

  "CLASS_MORTAR_REMOTE" // RemoteDetonatorClass.h

  "CLASS_MOTIONSENSOR" // MotionSensor.h

  "CLASS_NAVBEACON" // NavBeaconClass.h

  "CLASS_OBJECTSPAWN" // ObjectSpawn.h

  "CLASS_ORDNANCE" // OrdnanceClass.h

  "CLASS_PERSON" // PersonClass.h

  "CLASS_PLANT" // Plant.h

  "CLASS_POWERED" // PoweredBuilding.h

  "CLASS_POWERUP_CAMERA" // CameraPod.h

  "CLASS_POWERUP_MONEY" // MoneyPowerup.h

  "CLASS_POWERUP_RELOAD" // ServicePowerup.h

  "CLASS_POWERUP_REPAIR" // ServicePowerup.h

  "CLASS_POWERUP_SERVICE" // ServicePowerup.h

//  "CLASS_POWERUP_WEAPON" // WeaponPowerup.h [Same sig as CLASS_WEAPON, returns that]

  "CLASS_PULSESHELL" // PulseShellClass.h

  "CLASS_RECYCLER" // Recycler.h

  "CLASS_RECYCLERVEHICLE" // RecyclerVehicle.h

  "CLASS_SALVOLAUNCHER" // SalvoLauncherClass.h

  "CLASS_SATCHELCHARGE" // SatchelCharge.h

  "CLASS_SATCHELPACK" // SatchelPackClass.h

  "CLASS_SAV" // SAV.h

  "CLASS_SCAVENGER" // Scavenger.h

  "CLASS_SCRAP" // Scrap.h

  "CLASS_SEEKER" // SeekerClass.h

  "CLASS_SEISMICWAVE" // SeismicWaveClass.h

  "CLASS_SERVICE" // ServiceTruck.h

  "CLASS_SHIELDTOWER" // ShieldTower.h

  "CLASS_SHIELDUP" // ShieldUpgradeClass.h

  "CLASS_SIGN" // BuildingClass.h

  "CLASS_SNIPERSHELL" // SniperShellClass.h

  "CLASS_SPAWNBUOY" // SpawnBuoy.h

  "CLASS_SPECIAL" // SpecialItemClass.h

  "CLASS_SPECIAL_FORCEFIELD" // ForceFieldClass.h

  "CLASS_SPECIAL_IMAGEREFRACT" // ImageRefractClass.h

  "CLASS_SPECIAL_RADARDAMPER" // RadarDamperClass.h

  "CLASS_SPECIAL_TERRAINEXPOSE" // TerrainExposeClass.h

  "CLASS_SPRAYBOMB" // SprayBombClass.h

  "CLASS_SPRAYBUILDING" // SprayBuildingClass.h

  "CLASS_SUPPLYDEPOT" // SupplyDepot.h

  "CLASS_TELEPORTAL" // TelePortalClass.h

  "CLASS_TERRAIN" // DummyClass.h

  "CLASS_TORPEDO" // TorpedoClass.h

  "CLASS_TRACKEDDEPLOYABLE" // TrackedDeployable.h

  "CLASS_TRACKEDVEHICLE" // TrackedVehicle.h

  "CLASS_TUG" // Tug.h

  "CLASS_TURRET" // TurretCraft.h

  "CLASS_TURRETTANK" // TurretTank.h

  "CLASS_WALKER" // Walker.h

  "CLASS_WEAPON" // WeaponClass.h

  "CLASS_WINGMAN" // Wingman.h

            "CLASS_UNKNOWN" // default



5-9: Gets the weapon config for weapons 0-4. Returns an empty string

     if the handle specified is of an object can't carry such a weapon,

     or has no weapon in that slot, etc.





10-14: Gets the weapon ODF for weapons 0-4. Returns an empty string

     if the handle specified is of an object can't carry such a weapon,

     or has no weapon in that slot, etc.





15-19: Gets the GameObject class for weapons 0-4. See list above in

     point 4 for a list of possible return values.





default: 1.2 behavior, returns true/false if the string matches the

   config exactly. As no ODFs should be starting with ascii chars 0-19

   anyhow, this should be backwards-compatible.





   Note: cases 3-19 haven't really been tested. Modders, please test

before 1.3-final. [NM

│░│
│▒│
│▒│
│▓│
│▓│
│▓│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

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.

Shadow Knight

We could have read that for ourselves. If there was a specific part that would have for example, backed up an agrument or something, that would have been more needed to be pasted.

Sonic

Wasn't velcJam used for when hovering units moved excessively slow or not moving at all to drop of radar. The opening movie in BZ1 hints at that with the Soviet Tank coming to a screeching halt to drop of radar. I could have sworn that still works in BZ2.
"Linux is user friendly...
...it's just very selective about who its friends are."

TheJamsh

There were values for all the units but i never saw them work.

other things like braccelFactor, omegaFactor, steerFactor etc, they never seemed to change the behaviour of my units either.


BZII Expansion Pack Development Leader. Coming Soon.

Zero Angel

Quote from: TheJamsh on December 16, 2009, 07:19:00 AM
There were values for all the units but i never saw them work.

other things like braccelFactor, omegaFactor, steerFactor etc, they never seemed to change the behaviour of my units either.
The other vars you were talking about actually ARE used by the engine. I studied the behaviors a long time ago and came up with an idea of what most of them do.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

TheJamsh

i know those definately are used, but i would like to know exactly what they effect. lack of bloody ODF descriptions sucks..


BZII Expansion Pack Development Leader. Coming Soon.

S.cavA.rmyG.en

Quote from: TheJamsh on December 18, 2009, 07:03:14 AM
i know those definately are used, but i would like to know exactly what they effect. lack of bloody ODF descriptions sucks..
I could not say It any better if I tryed!!!1!
│░│
│▒│
│▒│
│▓│
│▓│
│▓│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

#29
Quote from: S.cavA.rmyG.en on December 21, 2009, 10:24:10 PM
I could not say It any better if I tryed!!!1!

That isn't saying much.

Also, it's 'tried' .

Click on the image...