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 Post subject: Fury help.
PostPosted: March 18th, 2011, 8:10 pm 
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Joined: March 30th, 2008, 3:49 pm
Posts: 461
Location: Wherever there is cake
I was reading through the mapmaking guide and there was one section explaining how to add pilots to furies. I changed the class to "wingman" but I can't find the BZN file the guide says to use. I also don't understand which numbers to edit to add the pilots to the fury.

My goal is to have the fury in a deployed and undeployed state, much like the original.


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 Post subject: Re: Fury help.
PostPosted: March 19th, 2011, 3:52 pm 
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Joined: March 30th, 2008, 3:49 pm
Posts: 461
Location: Wherever there is cake
Nobody? D:


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 Post subject: Re: Fury help.
PostPosted: March 19th, 2011, 8:26 pm 
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Joined: June 16th, 2009, 6:07 pm
Posts: 525
Location: Breda, The Netherlands
Use this for a pilotable Fury, you can't control it if the AI gets into one though but the player can hop in and out at will:

Code:
[GameObjectClass]
baseName = "hvsav"
classLabel = "sav"
nation = "american"
pilotCost = 1
scrapValue = 2
scrapCost = 8
maxHealth = 4000
maxAmmo = 2000
unitName = "Fury"
aiName = "SAVEnemy"
aiName2 = "SAVEnemy"
heatSignature = 0.5
imageSignature = 0.8
radarSignature = 1.0

weaponHard1 = "GC1"
weaponName1 = "gbolt"
weaponHard2 = "GR1"
weaponName2 = "gwasp"

[CraftClass]
rangeScan = 400.0f
periodScan = 2.0f
velocJam = 5.0f

[HoverCraftClass]
setAltitude = 1.0
accelDragStop = 3.5
accelDragFull = 1.0
alphaTrack = 20.0
alphaDamp = 5.0
pitchPitch = 0.25
pitchThrust = 0.1
rollStrafe = 0.1
rollSteer = 0.1

velocForward = 200.0
velocReverse = 20.0
velocStrafe = 20.0
accelThrust = 200.0
accelBrake = 25.0
omegaSpin = 2.0
omegaTurn = 1.0
alphaSteer = 5.0
accelJump = 400.0

soundDeploy = "avsave5.wav"
soundUndeploy = "avsave6.wav"
soundThrust = "avsave0.wav"


Copy and paste this into notepad and save it as a file with an .odf extension.
If you need more help feel free to ask me.

Goomba


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 Post subject: Re: Fury help.
PostPosted: March 20th, 2011, 12:25 am 
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Joined: March 30th, 2008, 3:49 pm
Posts: 461
Location: Wherever there is cake
I appreciate your help Goomba, and the vehicle works, but this is just a modified CCA stock fury. I want the Alien flying fury with the ability to deploy and undeploy.

EDIT: was spawning the wrong fury for some reason.. But it's still a normal fury I can't enter. How do I get the pilot out?


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 Post subject: Re: Fury help.
PostPosted: March 20th, 2011, 6:22 am 
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Joined: June 16th, 2009, 6:07 pm
Posts: 525
Location: Breda, The Netherlands
Hmmm, try removing the AI labels, I did that too to make it pilotable but forgot to post it here for some reason.
You need to replace aiName = "SAVEnemy" with aiName = "TankProcess", just remove aiName2.

Hope this helps
Goomba


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 Post subject: Re: Fury help.
PostPosted: March 20th, 2011, 7:26 am 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3989
There is no "TankProcess"

But there is "TankFriend" and "TankEnemy".


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 Post subject: Re: Fury help.
PostPosted: March 20th, 2011, 10:24 am 
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Joined: June 16th, 2009, 6:07 pm
Posts: 525
Location: Breda, The Netherlands
I know, there is no TankProcess, but Activision used that to give units no AI (soviet player tank in the last 2 CCA missions for example). When you give a Fury an AI you can't get in ;)


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 Post subject: Re: Fury help.
PostPosted: March 20th, 2011, 1:13 pm 
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Joined: March 30th, 2008, 3:49 pm
Posts: 461
Location: Wherever there is cake
TankProcess worked, thanks :D

But the engine noise is really loud and doesnt change when I accelerate. Is this a problem with the SAV class or can I add a field to change it?

Also goomba, could you explain to me what you did exactly to make the fury pilotable? I changed avrecy to tankprocess and removed ainame2 as a test to see if it was that but it didn't work. :/


Last edited by RoTaToR on March 20th, 2011, 1:19 pm, edited 1 time in total.

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 Post subject: Re: Fury help.
PostPosted: March 20th, 2011, 1:19 pm 
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Joined: June 16th, 2009, 6:07 pm
Posts: 525
Location: Breda, The Netherlands
Hmmm, you can try something like soundTurbo = "sound.wav" (sound.wav must be the engine sound you want to use of course) but I won't know as Furies actually never use turbo when the AI uses one. I noticed the sound being load as well, only option would be to lower volume with something like audacity.

EDIT: For recyclers that doesn't work, at least I never got it to work. Anyway don't expect you can build with it, you can deploy anywhere even if you are not on a geyser. What you can do to make something close to a pilotable recycler is a turret that looks like a recycler with unit spawns in the weapon slots, if you want more information on this i can give you an example file to play with.

EDIT 2: (noticed i still didn't answer your question :lol: .) To make a unit pilotable that's normally unpilotable you need to add a nation label and a pilot label in the odf, nation label looks like this:
Code:
nation = "american"

This gives the unit an american pilot, changing it to soviet results in a CCA pilot.
Pilot label looks like this:
Code:
pilotCost = 1

This gives the unit a pilot, it's not really necessary but it doesn't hurt to add it. :P


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 Post subject: Re: Fury help.
PostPosted: March 20th, 2011, 1:29 pm 
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Joined: March 30th, 2008, 3:49 pm
Posts: 461
Location: Wherever there is cake
Goomba wrote:
Hmmm, you can try something like soundTurbo = "sound.wav" (sound.wav must be the engine sound you want to use of course) but I won't know as Furies actually never use turbo when the AI uses one. I noticed the sound being load as well, only option would be to lower volume with something like audacity.

EDIT: For recyclers that doesn't work, at least I never got it to work. Anyway don't expect you can build with it, you can deploy anywhere even if you are not on a geyser. What you can do to make something close to a pilotable recycler is a turret that looks like a recycler with unit spawns in the weapon slots, if you want more information on this i can give you an example file to play with.
Yeah could you do that please? :) As an experiment I wanted to make every unit in the game pilot-able, and an example production unit would help me get a lot of it done. :D


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 Post subject: Re: Fury help.
PostPosted: March 20th, 2011, 1:37 pm 
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Joined: June 16th, 2009, 6:07 pm
Posts: 525
Location: Breda, The Netherlands
Sure, this is an example odf for a driveable recycler:

Code:
[GameObjectClass]
baseName = "avrecy"
classLabel = "turrettank"
scrapCost = 0
scrapValue = 10
maxHealth = 10000
maxAmmo = 10000
unitName = "Recycler"
aiName = "PlayerRecycler"
heatSignature = 0.1
imageSignature = 4.0
radarSignature = 1.0

weaponHard1 = "pov"
weaponName1 = "gunit1"
weaponHard2 = "pov"
weaponName2 = "gunit2"
weaponHard3 = "pov"
weaponName3 = "gunit3"
weaponHard4 = "pov"
weaponName4 = "gunit4"
weaponHard5 = "pov"
weaponName5 = "gunit5"


[CraftClass]
rangeScan = 500.0
periodScan = 0.0
velocJam = 1.0

diedMsg = "abetty2.wav"

[HoverCraftClass]
setAltitude = 1.5
accelDragStop = 4.0
accelDragFull = 1.0
alphaTrack = 20.0
alphaDamp = 5.0
pitchPitch = 0.1
pitchThrust = 0.05
rollStrafe = 0.05
rollSteer = 0.05

velocForward = 15.0
velocReverse = 15.0
velocStrafe = 15.0
accelThrust = 50.0
accelBrake = 20.0
omegaSpin = 2.0
omegaTurn = 1.0
alphaSteer = 5.0
accelJump = 0.0

soundThrust = "avrecye6.wav"
soundSteer = "avrecye7.wav"
soundDeploy = "avrecye3.wav"
soundUndeploy = "avrecye5.wav"


[TurretTankClass]
omegaTurret = 0.0
alphaTurret = 0.0
timeDeploy = 5.0
timeUndeploy = 5.0


To build units with the weapon hardpoints, you also need this:

Code:
[WeaponClass]
classLabel = "dispenser"
wpnName = "Scavenger"
fireSound = "avrecye9.wav"
wpnReticle = "big.0"
wpnPriority = 2
wpnCategory = "SPEC"

[DispenserClass]
shotDelay = 4.0
objectClass = "avscav"


This weapon will spawn a NSDF Scavenger with a 4 seconds shot delay, put it in one of the recycler's hardpoints and you are all set. :D


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 Post subject: Re: Fury help.
PostPosted: March 20th, 2011, 10:19 pm 
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Joined: March 30th, 2008, 3:49 pm
Posts: 461
Location: Wherever there is cake
Now the game crashes when I enter it.. :/


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 Post subject: Re: Fury help.
PostPosted: March 22nd, 2011, 1:37 am 
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Joined: March 30th, 2008, 3:49 pm
Posts: 461
Location: Wherever there is cake
Narrowed it down a bit, the "turrettank" label seems to be causing it.. :/


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 Post subject: Re: Fury help.
PostPosted: February 1st, 2012, 2:57 pm 
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Joined: March 30th, 2008, 3:49 pm
Posts: 461
Location: Wherever there is cake
I revisited this, and got it to work. But the recy has no collision and when I try to enter it I just run right through it.


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 Post subject: Re: Fury help.
PostPosted: February 4th, 2012, 11:54 pm 
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Joined: November 24th, 2011, 5:12 pm
Posts: 150
Location: Pennsylvania, U.S.A
just listen to good ol Goomba. He knows what he is doing.

BZ2 has a fury that can deploy and undeploy. is that able to be done in bz1 too?? instead of just using the jump thrusters?


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