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Requests for Extra Modding Control

Started by Commando, June 30, 2004, 03:52:03 PM

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ScarleTomato

hey there, I've got a suggestion for a new ODF switch. Something like
isThreat = 0
for stuff like the tech center and such. I was playing FE 3 ways and after killing off the ISDF recy and factory, i put some turrets around the base pools and they wound up using all their ammo on the power, servicebay, and the techcntr. I have no idea if it could be implemented this late in the development though. :s

On the visualHp stuff, I can't seem to get it to work, which unit uses it in ZTV? I can take a look at that.

Spawn

that would handled via aip's/dll

Zero Angel

targetPriority = ## would be a better one. Have the default at 5 or something for buildings and 10 for vehicles/defenses. That would allow for greater variability.

visualHP works only when the weapon has a geometry assigned to it. Look at the pilot and pilot weapon ODFs to see the examples.
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

ScarleTomato

oh you mean like the jetpack or the satchel? hmm, I can't check it out right now 'cause I'm at work, but is there a way to make this visual HP shoot on its own terms? I've edited a map where you fight the ISDF and there is a carrier hovering about 200 meters over their base, and would love to see it have some heavy kinetic turrets on it.  :twisted: I was gonna make it a building but if I can I'm gonna make it attack in the later AIP, and Dlls are still foreign to me :s

Ooh yeah target priority that'd be nice, (especially for scavengers distracting GTs) and have it so if the target priority is 0 then they dont attack unless you tell them to (so you have the choice to demolish it later.)

Hey on that note (now this i really don't think will happen) you could set tactics on your units ingame like homeworld. Aggressive=They attack anything in radar range, Neutral=pretty much what they are now, and Passive=they like to dodge and come back to the repair bay alot :-D

Zero Angel

No, all that visualHp does is display a model of the weapon. There is no way to get weapons to shoot on their own terms, unless you make a guntower tap, but that will only work on buildings.

1.3pb has a 'hunt' command that you could set up in the units and DLL script. I imagine you could also have that command to put the AI into 'alert' state with the radar ranges, or into a 'passive' state.
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

ScarleTomato

the hunt command works in 1.3? awesome! I saw it while I was exploring Bzone.exe in notepad looking for minelaying stuff. I couldn't get hunt to work though. Have you a hunting vehicle I could look at? Oh wait, there needs to be some Dll scripting to make it work? Hmm maybe i need to go ahead and try my hand at dlling...

Ok, well I'll just keep the carrier as a building then. It's still pretty neat to see such a massive structure hovering just hundreds of feet above you :)

Spawn

hunt doesnt do anything, but you can use it to trigger things via dll
minelayer is broken except for later versions of 1.3