Search found 1904 matches
- Sun Nov 13, 2016 5:28 pm
- Forum: Battlezone 2 Mod Making
- Topic: BZC DLL Lag Debugging
- Replies: 3
- Views: 4659
Re: BZC DLL Lag Debugging
Resolved this: GetRandomTeams could infinite loop due to the following: int Start = GetRandomInt(MAX_TEAMS-1); // Could return max of 15. ++x; // This would increument before the comparison, so it would become 16 on first run. if (x == MAX_TEAMS-1) // == would never match 15, should be >= just in ca...
- Wed Nov 09, 2016 2:51 am
- Forum: Battlezone 2 Mod Making
- Topic: BZC DLL Lag Debugging
- Replies: 3
- Views: 4659
Re: BZC DLL Lag Debugging
I don't believe the mission is adding a whole lot at the time. I can check though. There is no iterating over all the objects in this case, which is why im confused on what's lagging. GetNumScrapObjects is just this: int GetNumScrapObjects() { return ScrapList.size(); } Handle &RefScrapHandle(co...
- Wed Nov 09, 2016 12:45 am
- Forum: Battlezone 2 Mod Making
- Topic: BZC DLL Lag Debugging
- Replies: 3
- Views: 4659
BZC DLL Lag Debugging
So, with enough logging and debugging, I managed to isolate a lag spike possibly caused by DLL, or game's Goto command, but I can't determine why it lags. The map in question is 2048x2048 with the following objects: Total Objects: 370 --Scrap: 287 --Pools: 25 --Spawns: 5 --The rest are props and a f...
- Thu Nov 03, 2016 3:56 pm
- Forum: Battlezone 2 Mod Making
- Topic: New DLL callbacks - any requests?
- Replies: 106
- Views: 76877
Re: New DLL callbacks - any requests?
DLLEXPORT long DLLAPI GetSwitchMask(Handle h); // Like GetWeaponMask, but returns the object's switchMask (used by pilots and morphtanks).
- Fri Oct 28, 2016 8:02 pm
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Battlezone II v1.3.7.2 Public Beta released
- Replies: 29
- Views: 34980
Re: Battlezone II v1.3.7.2 Public Beta released
Hm... I know preordnancehit doesn't trigger for terrain owning buildings, and terrainfindfloor gets the height of a terrain owning building's collision. Maybe it's considering them to be terrain too?
- Fri Oct 28, 2016 3:29 pm
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Battlezone II v1.3.7.2 Public Beta released
- Replies: 29
- Views: 34980
Re: Battlezone II v1.3.7.2 Public Beta released
I get the following when I try to call Vector Where = GetCurrentCommandWhere(walker); on a newly spawned Walker. (first execute after placing it in editor) Exception code: C0000005 (ACCESS VIOLATION) READING from 0000000Ch Message : Exception Error occurred at 10/28/2016 10:29:58. D:\Development\Bat...
- Thu Oct 27, 2016 6:55 pm
- Forum: Battlezone 2 Mod Making
- Topic: New DLL callbacks - any requests?
- Replies: 106
- Views: 76877
Re: New DLL callbacks - any requests?
Another small request: Can "GetPilotClass()" return the cfg, not the odf? It's an odd asymmetry, SetPilotClass("blah") vs GetPilotClass() returning "blah.odf". EDIT: Can PreOrdnanceHit callback be made to also trigger when a terrain owning building is hit? Currently it ...
- Thu Oct 27, 2016 2:51 pm
- Forum: Battlezone 2 Mod Making
- Topic: New DLL callbacks - any requests?
- Replies: 106
- Views: 76877
Re: New DLL callbacks - any requests?
Something that would be useful, would be something similar to KillPilot, which simulates a snipe, but takes a handle or team to give credit to. ATM it just says killed by (null) in MP. (I use it to simulate sniping) DLLEXPORT void DLLAPI SnipeObject(Handle me, Handle him); // (or instead of him, int...
- Wed Oct 26, 2016 9:50 pm
- Forum: Battlezone 2 Mod Making
- Topic: New DLL callbacks - any requests?
- Replies: 106
- Views: 76877
Re: New DLL callbacks - any requests?
Ah, okay. I was just wondering.
- Wed Oct 26, 2016 7:53 pm
- Forum: Battlezone 2 Mod Making
- Topic: New DLL callbacks - any requests?
- Replies: 106
- Views: 76877
Re: New DLL callbacks - any requests?
Dunno why I didn't think of this earlier...
DLLEXPORT int DLLAPI GetCurrCommandPriority(Handle me);
DLLEXPORT int DLLAPI GetCurrCommandPriority(Handle me);
- Wed Oct 26, 2016 3:16 am
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Battlezone II v1.3.7.2 Public Beta released
- Replies: 29
- Views: 34980
Re: Battlezone II v1.3.7.2 Public Beta released
Modder data link doesn't work, points to: http://www.matesfamily.org/bz2/ModderFiles_v1.3.7.2.7zz , an extra z on there
- Tue Oct 18, 2016 2:36 am
- Forum: Battlezone 2 Mod Making
- Topic: New DLL callbacks - any requests?
- Replies: 106
- Views: 76877
Re: New DLL callbacks - any requests?
Q about the new handle list function: Can it work similar to the GetAllSpawnpoints() where it fills in a struct with some of the useful info about a handle already filled out? Idk if it'd be easiest to just copy all the GameObject* vars into the struct, but I imagine filling out half of the useful o...
- Sat Oct 01, 2016 10:52 pm
- Forum: Battlezone 2 Mod Playing
- Topic: Struggling to play with a friend. (Forgotten Enemies and UEP Help Required)
- Replies: 26
- Views: 18139
Re: Struggling to play with a friend. (Forgotten Enemies and UEP Help Required)
tell him to get Battlezone 98 Remastered on Steam
- Sun Sep 25, 2016 5:23 pm
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: BZ2 1.3.7.1-b131ax posted
- Replies: 16
- Views: 9785
Re: BZ2 1.3.7.1-b131ax posted
Yeah. I also see several issues I can fix in EPIC, I'll make sure these are fixed in the next release. Though the crash does look like an Audio bug in BZ2 that may be important to GSH. Interesting, I found the ODF was missing the end " on the VO line: killedMsg = "cvo_lo_target_destroyed.wav
- Sun Aug 28, 2016 6:35 pm
- Forum: Battlezone 2 Discussion
- Topic: My Modern Battlezone Pet-Project...
- Replies: 129
- Views: 101522