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 Post subject: IA Mission EaglesNest2
PostPosted: April 13th, 2011, 12:08 am 

Joined: April 3rd, 2011, 9:27 pm
Posts: 27
this is a Difficult CCA mission I made you are on the moon and you are to destroy the NDSF's most well fortified position on the Moon

THE MAP IS NOT DONE YET I STILL HAVE A LOT TO ADD IN IT SO DONT COMPLAIN!!!!!!!

-Need to add Mission Objectives
-Need to add Units that will Patrol the areas
-Need help on making the Enemy Recycler and Factory actually build units
-Need help making the Enemy Constructers Build stuff
-Need to add Nav beacons with names
-Need to know how to Spawn enemy attack waves
-Need to know how to do Airborne Infantry Assaults
-Need to add readme

Attachment:
EaglesNest2.rar [22.98 KiB]
Downloaded 16 times


Yes I did read admins topic on IA mission making but Im still not getting anything about unit scripting and telling an enemy production unit on what to build at which time and which spot


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: April 13th, 2011, 10:55 pm 
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Joined: April 1st, 2011, 1:06 am
Posts: 131
Location: Gotham City
I still don't get why you posted this mission when you're not done with it... :\


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: April 14th, 2011, 1:04 pm 
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Joined: March 30th, 2008, 3:49 pm
Posts: 461
Location: Wherever there is cake
Don't complain? Constructive criticism only helps you make better maps..


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: April 14th, 2011, 2:11 pm 
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Joined: June 16th, 2009, 6:07 pm
Posts: 526
Location: Breda, The Netherlands
The mission isn't actually a real map now, just a .bzn file. :|
There is no way to try it without other files, you need to supply us the .hgt, .mat, .trn and possibly some .odf files for custom units and the .bzn file itself of course.

Quote:
Yes I did read admins topic on IA mission making but Im still not getting anything about unit scripting and telling an enemy production unit on what to build at which time and which spot

You did? It IS all properly explained in there, including how to do all things you want to do, just read it again and you'll be suprised. (tip: do a keyword search for the things you want to do, like "spawning", "airborn soldiers", "build units" etc.)

Quote:
THE MAP IS NOT DONE YET I STILL HAVE A LOT TO ADD IN IT SO DONT COMPLAIN!!!!!!!

Don't complain... something better would be "The mission isn't done, so some features/units/scrips won't work correctly yet, feel free to try it out though." Basically means the same thing, but it looks a lot nicer.

Anyway, keep up the good work. :)
Goomba


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: April 15th, 2011, 1:50 am 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3990
Quote:
-Need to add Mission Objectives
This is done by having a text file usually with the extension ".otf" specified as the mission objectives in the mission's ODF file.
Quote:
-Need to add Units that will Patrol the areas
I'll try to explain it even though it's probably mentioned somewhere in the IA tutorial.

Load map in edit mode.
Press CTRL+A.
Press ESC, RESTART MISSION.
Press SHIFT+F9.
Press 1, 3. This will put you in "Edit Task" mode.
Click the object whose task you wish to edit.
Choose CMD_PATROL.
Click and then Right Click somewhere to activate the command.
Save the mission with CTRL+S.

I've never used the patrol command, so I don't know how well it will work. You can try it though. :)
Quote:
-Need help on making the Enemy Recycler and Factory actually build units
This is done with an AIP file with the same name as the BZN file.
Quote:
-Need help making the Enemy Constructers Build stuff
I don't think this is possible. :( It would be nice though.
Quote:
-Need to add Nav beacons with names
I think it's possible to change the name of a Nav Beacon via hex editor (mentioned in IA tutorial somewhere) but an easier solution would be to find/create a Nav ODF with the name you want, and put that Nav object into the build menu, making sure it's Team 1.
Quote:
-Need to know how to Spawn enemy attack waves
I don't know about spawning them, but the enemy recycler and factory can build units and attack with them, as mentioned above, in the AIP.
Quote:
-Need to know how to do Airborne Infantry Assaults
This one might be tricky and I've never tried it myself. It would involve modifying the APC to hover really high, having it attack, then pause with CTRL+A and delete the APC, leaving the soldiers suspended in the air.


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: April 15th, 2011, 6:03 pm 
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Joined: June 16th, 2009, 6:07 pm
Posts: 526
Location: Breda, The Netherlands
Quote:
I think it's possible to change the name of a Nav Beacon via hex editor (mentioned in IA tutorial somewhere) but an easier solution would be to find/create a Nav ODF with the name you want, and put that Nav object into the build menu, making sure it's Team 1.


You can also use BZNedit to change the name of a Nav Beacon easily enough without having to have a custom ODF with your map.
It can do various other things as well, as changing for example a NSDF Grizzly to a Black Dog Grizzly and such things, get it here:
http://battlezone1.net/extras/bzneditor%20v5.zip


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: April 17th, 2011, 1:10 am 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3990
NodFan wrote:
so you said I need to edit AIP file to make the enemy recycler and factory function

how do I edit the AIP file
Why PM? :P It'd be better to just ask here. I don't know enough about AIP files to tell you what to do.


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: February 7th, 2012, 1:55 am 

Joined: April 3rd, 2011, 9:27 pm
Posts: 27
hey guys sorry if I did not reply over a year, was busy with life and other games lolz

but anyways how do I provide those other files?
I know about the AIP file but its kinda confusing as BZ2 had an AIP Editor (which im not sure if it works on BZ1)


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: February 7th, 2012, 3:11 pm 
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Joined: June 16th, 2009, 6:07 pm
Posts: 526
Location: Breda, The Netherlands
So, if I understand it correctly you only need an AIP file? If so, open your addon folder and look for demo01.aip, rename it to your mission name (usrmsnXX for example) and open it with notepad. The file basically explains itself and no, you can't use the AIP editor in BZ1 because the AIP file is totally different.

If you have problems with one step, post it here.


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: February 7th, 2012, 4:18 pm 

Joined: April 3rd, 2011, 9:27 pm
Posts: 27
lol I meant i need to know about those other files you guys mentioned
.HGT & .MAT (I wont need .TRN cuz i used a strat map to make this IA mission)

and for the .AIP I need an AI NSDF Commander not a CCA AI

and yes I know about BZNED as you can tell that in this map you are a Soviet Piolt in a Soviet CZAR tank and if you press Satilite its the Soviet computer lady that says "sattilite activated"


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: February 7th, 2012, 6:11 pm 

Joined: November 5th, 2009, 10:17 pm
Posts: 591
Location: Ă…hus, Sweden
Hgt files are where the terrain is saved.
MAT files are where the texture layout is saved.

if you want to play as nsdf you wont need to tweak the bzn.


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 Post subject: Re: IA Mission EaglesNest2
PostPosted: March 5th, 2012, 4:19 pm 

Joined: April 3rd, 2011, 9:27 pm
Posts: 27
SnakeEye wrote:
Hgt files are where the terrain is saved.
MAT files are where the texture layout is saved.

if you want to play as nsdf you wont need to tweak the bzn.


then again I need to know how to make those files,
I tried BZHGT and BZFRAC, for HGT I always get that file could not load error, and BZFRAC I completly dont get how to use
I do have an AIP file for the map but the AI still doesnt do anything but scavange only


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