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Battlezone 2 Mod Development  |  Battlezone Classic Mod  |  BZ classic public (Moderator: Avatar)  |  Topic: Things I can't do... « previous next »
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« on: 07/12/05, 14:04 »

So far I've been able to come DARN close to the original gameplay of Battlezone I.

Close, though, only works for some people when they're using horseshoes and hand grenades...  (very very old joke)

SO, things I can't do, off the top of my head...

1.  Self-undeploying Recy, Factory, Armory.  You HAVE to use the Constructor.  Attempts to do it other ways have failed.

2.  Weapon linking.  It's just not there, and besides, weapon cycling is better...  :p

3.  Satellite view.  I am still working on this, it still might be possible, but so far it's eluding me AND what little success I've had is conflicting with cloaking...

4. Cloaking.  While I have a fudge that allows it to work for SP, I'm not certain yet just how well it will work for MP IF I can even get it into an MP DLL.  I might have to approach some of the DLL wizards on the boards about how my little trick works.

I'm not sure if I missed anything, is there anything that was crucial to your enjoyment of Battlezone I that BZ2 took away?  Or did I cover the biggies?

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« Reply #1 on: 07/12/05, 14:25 »

for self undeploying you can have thingy build a thingy called undeploy, then when its dont its either the factory and you delete the building by dll, or delete the ramdom object (invisable) and have dll upgrade/replace factory or recyc

you could have the dll detect if two hardpoints have the same weapon and if they do you have dll change the ship, unlinking would be harder but still possible with dll

its in the editor actually, but thats probablly removed from 1.3 now.  ask om if it can be pulled up by having the satalite tower be a factory and building something called satalite on then changing the view to that

a funny way to make a unit cloak is move the hp com so its out of range of the ai (high up or below unit), there will be interface bugs but itll be funny, maybe just do it with humans players?  easy to do with morphing actually, but you could ahve another command so it doesnt affect scions and have dll change model

all of these methods may not work, and require dll knowledge, but who knows!!
except the undeploy one, in fe that worked (except the whole looking fake and probibility of a scrap cheat with it)
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« Reply #2 on: 07/12/05, 20:12 »

I'm avoiding entirely having to have a custom MP DLL with the possible exception of the cloak.  Chinese MP wouldn't be the same without it so I'm still agonizing over it...

The undeploy works quite well with the Constructor, and I almost feel it's a nice bit of balance to have to have a Constructor to do it.  It usually means you've settled into a base area and have something to lose by moving...  Still, I'm experimenting with directly commanding the Recy via some of the 1.3 enhancements.

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« Reply #3 on: 07/12/05, 21:52 »

have a constructor thats a tap which can be selected by the reticle (not grouped or w/e) and cant build anythign, only upgrade?
having a custom dll would make it easier, and if om gets his multiplayer scriptor working then it should be total care, but all you need to do is add/remove a few things...
« Last Edit: 07/12/05, 21:56 by Spawn » Logged
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« Reply #4 on: 07/14/05, 06:51 »

Yea, want to test it for me.

Sorry, havn't been around for a few days, RL issues.
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« Reply #5 on: 07/14/05, 13:25 »

Still, I'm experimenting with directly commanding the Recy via some of the 1.3 enhancements.
Could you tell me more about that when and if you manage to do it? I need it for a few things in my MOD and haven't found anything yet, uh...
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« Reply #6 on: 08/10/05, 06:10 »

well the whole deploying/undeploying was cuz of the geizers which arnt in BZ2...altho you could have the recy settle on a biometal pool and allow it to make 40 scrap by default (like normal in BZ2 lol).

if the constructors a hover craft again i dont see why having it do the job would be a problem, the hover craft is faster and moves more freely than the stupid walking constructor lol so it should be fine.

But what i did love in BZ1 was how you could give gun towers weapons which isnt an option in BZ2, and flash use to be all powerfull =( now its just a light display that does nothing. god 4 gun towers with flash was enough to tear all incoming enemy units to shreds lol so much fun to watch =)

Sadly Thumper wont be possible because of the loss of the engine that made it possible. Uhmmm what else did i like from BZ1 no nothing else that you could add really. you already mentioned the weapons system...its ashame ya cant equip a cannon and gun at the same time anymore lol
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Soon I Shall Launch Back Into The Cosmos, Where We Shall Once Again Wage Bloody Battle.
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« Reply #7 on: 08/10/05, 11:12 »

Well, the Constructor is still a walker, it just looks like a hover unit...  Smiley

GunTowers CAN be upgraded, it's not something built into the engine it's just that given how collisions work in BZ2 the powerup can never get to a BZ2 GT.  My BZ1 towers are easily upgraded via the Armory.

And FLASH has been mentioned so many times I'm seriously considering giving it BZ1 1.0 damage values.   Smiley   I too missed roasting Furies with it...  ah, the smell of burning Fury in the morning...   lol...

Huscar:
The "Constructor as a tap" bit does work but it takes a slot, confuses people, and can be used to upgrade nearby units.  I finally decided it was too weird to use for stock play as I'm trying very hard to keep things 'normal' for players. 

As for using 1.3 commands what I was thinking was enabling some sort of 'hunt' style command for the Recy, watching for it with the DLL, and then undeploying the Recy when it's given that command.  Unfortunately it's not working out.  In the end, upgrading back into a vehicle seems to be VERY cool.  Like I said, it seems to add a certain amount of balance to things and is easily worked into the SP missions.  Once you deploy you have to build up a bit to be able to cut and run, making doing so a decision to be made carefully.

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General BlackDragon
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« Reply #8 on: 08/10/05, 12:25 »

Coolness..., wait so the collision frame is what blocks power ups on gun towers? i thought it was the "terrain"
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« Reply #9 on: 08/10/05, 15:28 »

i said constructor as a tap...
if your using the dll anyway you can easily use a modified version of how it was done in one fe mission, the last one on miasma i think.
there was a buildable item in the recycler menu called "Undeploy," but all it really did was build another recycler then the dll deleted the deployed one.  you could do something like that but build a dummy object, delete said dummy object and swap out the recycler via dll

but if you have your heart set on upgrading Tongue
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Lizard
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« Reply #10 on: 08/11/05, 08:27 »

there's only one thing I can't do   -   juggle ferrets .


Life's a bitch .
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« Reply #11 on: 08/11/05, 09:44 »

i said constructor as a tap...
if your using the dll anyway you can easily use a modified version of how it was done in one fe mission, the last one on miasma i think.
there was a buildable item in the recycler menu called "Undeploy," but all it really did was build another recycler then the dll deleted the deployed one.  you could do something like that but build a dummy object, delete said dummy object and swap out the recycler via dll

but if you have your heart set on upgrading Tongue

OOps...   sorry.  When I surf the boards from work I'm always distracted...

That's not a bad way to go if you can swing the custom DLL, but so far all of my efforts have been to make everything work without one...  OM's utility may change that, and I'm not as afraid of the DLL as I used to be...  so the final way it works may change.  I DO like the idea of a simple "Undeploy" command in the menu...  Smiley

And Lizard, you're obviously using LIVE ferrets.  The dead ones juggle easily, I'm sure you could do it...   lol...

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« Reply #12 on: 08/11/05, 16:44 »

they dont need to be dead, only depressed and declawed Tongue
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« Reply #13 on: 08/12/05, 05:28 »

My utility?  The scriptor thing, its on hold until people test it.  I put up the current beta in the 1.3 patch board if you want to give it a shot.  And of course, MSN me for live help.  As bugs crop up, I'll fix. Smiley
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« Reply #14 on: 08/12/05, 09:20 »

I'll try to take a look this weekend.  Smiley

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