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RoTaToR
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Post subject: Fury help. Posted: March 18th, 2011, 8:10 pm |
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Joined: March 30th, 2008, 3:49 pm Posts: 461 Location: Wherever there is cake
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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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RoTaToR
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Post subject: Re: Fury help. Posted: March 19th, 2011, 3:52 pm |
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Joined: March 30th, 2008, 3:49 pm Posts: 461 Location: Wherever there is cake
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Goomba
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Post subject: Re: Fury help. Posted: March 19th, 2011, 8:26 pm |
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Joined: June 16th, 2009, 6:07 pm Posts: 525 Location: Breda, The Netherlands
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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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RoTaToR
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Post subject: Re: Fury help. Posted: March 20th, 2011, 12:25 am |
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Joined: March 30th, 2008, 3:49 pm Posts: 461 Location: Wherever there is cake
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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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Goomba
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Post subject: Re: Fury help. Posted: March 20th, 2011, 6:22 am |
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Joined: June 16th, 2009, 6:07 pm Posts: 525 Location: Breda, The Netherlands
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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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Sporkinator
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Post subject: Re: Fury help. Posted: March 20th, 2011, 7:26 am |
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Joined: June 1st, 2008, 9:16 pm Posts: 3989
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There is no "TankProcess"
But there is "TankFriend" and "TankEnemy".
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Goomba
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Post subject: Re: Fury help. Posted: March 20th, 2011, 10:24 am |
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Joined: June 16th, 2009, 6:07 pm Posts: 525 Location: Breda, The Netherlands
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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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RoTaToR
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Post subject: Re: Fury help. Posted: March 20th, 2011, 1:13 pm |
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Joined: March 30th, 2008, 3:49 pm Posts: 461 Location: Wherever there is cake
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TankProcess worked, thanks  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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Goomba
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Post subject: Re: Fury help. Posted: March 20th, 2011, 1:19 pm |
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Joined: June 16th, 2009, 6:07 pm Posts: 525 Location: Breda, The Netherlands
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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  .) 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. 
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RoTaToR
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Post subject: Re: Fury help. Posted: March 20th, 2011, 1:29 pm |
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Joined: March 30th, 2008, 3:49 pm Posts: 461 Location: Wherever there is cake
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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. 
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Goomba
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Post subject: Re: Fury help. Posted: March 20th, 2011, 1:37 pm |
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Joined: June 16th, 2009, 6:07 pm Posts: 525 Location: Breda, The Netherlands
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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. 
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RoTaToR
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Post subject: Re: Fury help. Posted: March 20th, 2011, 10:19 pm |
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Joined: March 30th, 2008, 3:49 pm Posts: 461 Location: Wherever there is cake
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Now the game crashes when I enter it.. :/
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RoTaToR
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Post subject: Re: Fury help. Posted: March 22nd, 2011, 1:37 am |
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Joined: March 30th, 2008, 3:49 pm Posts: 461 Location: Wherever there is cake
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Narrowed it down a bit, the "turrettank" label seems to be causing it.. :/
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RoTaToR
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Post subject: Re: Fury help. Posted: February 1st, 2012, 2:57 pm |
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Joined: March 30th, 2008, 3:49 pm Posts: 461 Location: Wherever there is cake
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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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SABRE
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Post subject: Re: Fury help. Posted: February 4th, 2012, 11:54 pm |
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Joined: November 24th, 2011, 5:12 pm Posts: 150 Location: Pennsylvania, U.S.A
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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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