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Questions about mod/mod makers

Posted: Sat Nov 09, 2013 6:01 am
by Vassili
All this questions are for multiplayer.
1-Somebody here who know how to do mods whith special buildings and units is interessed to do one or two for me?
2-Can we set a weapon dammage to negative (or positive if the normal is negative)?
3-Can we spawn units?
4-Can we force AI units to follow a way without answering of the attacks?
5-Can we do events like score or explosion somewhere, whith a unit detection in an area?
6-The game win can be based on score or other things (not on the rec/factory down)?
7-Can we do invincible buildings (not rocks and statue, i mean base buildings)?
8-It is possible to do a scrap magnet?
9-Can we create an unit who will attack only allied unit?
10-Can we bury an unit? I suppose yes if we give false top/down limits.
Thanks.

Re: Questions about mod/mod makers

Posted: Sat Nov 09, 2013 7:58 pm
by General BlackDragon
1: Yes
2: I think so
3: Yes
4: Yes
5: Yes
6: Yes
7: Yes
8: Not sure what you mean, Scrap cannot normally move, except when buildings push it away. However a scrap piece could be a fake scrap/magnet that pulls other units into it.
9: Maybe?

Re: Questions about mod/mod makers

Posted: Sat Nov 09, 2013 8:11 pm
by Vassili
No i dont mean scrap who move to your scav or a scrap who attract you.
I mean a building for example, who attract the scrap. So it's a way to see that but, scrap dont move himself, you move it.

Re: Questions about mod/mod makers

Posted: Sat Nov 09, 2013 8:17 pm
by Ded10c
For a building to attract the scrap, the scrap must move.

Most of the things you ask about are best done in a recycler variant, which provide an easy way into modding for BZ2.

Re: Questions about mod/mod makers

Posted: Sat Nov 09, 2013 8:34 pm
by Vassili
So it's a way to see that but, scrap dont move himself, you move it.
For a building to attract the scrap, the scrap must move.
The building code can say "delete scrap at X 20 Y50 create scrap at X21 Y49", the scrap dont have a moving system itself.
Do you now understand what i mean by "a way to look that" or my american is too bad?

Re: Questions about mod/mod makers

Posted: Sat Nov 09, 2013 8:43 pm
by Ded10c
Vassili wrote:
So it's a way to see that but, scrap dont move himself, you move it.
For a building to attract the scrap, the scrap must move.
The building code can say "delete scrap at X 20 Y50 create scrap at X21 Y49", the scrap dont have a moving system itself.
Do you now understand what i mean by "a way to look that" or my american is too bad?
Firstly, yes, you could attempt to do this by removing and replacing scrap very quickly, but you definitely won't produce any kind of smooth movement that way.

Secondly, the language is called English, not American.

Re: Questions about mod/mod makers

Posted: Sat Nov 09, 2013 9:01 pm
by Vassili
Secondly, the language is called English, not American.
Haha yes, it's what all americans often answer :)
Often, not every americans deny that, again thursday i meet two pennsylvanians who confirm american speaking is not english speaking.

Re: Questions about mod/mod makers

Posted: Sat Nov 09, 2013 9:08 pm
by Ded10c
There is no language called "American". America does not have an official language, but its de-facto national language is English (or, more specifically, a sub-type of English called American English).

Re: Questions about mod/mod makers

Posted: Sat Nov 09, 2013 10:06 pm
by Vassili
1: Yes
So GBD you will discuss with me for doing a mod, with you for coder?

Re: Questions about mod/mod makers

Posted: Sat Nov 09, 2013 10:20 pm
by General BlackDragon
Describe what u want to do, and I'll tell you if it's possible?

Re: Questions about mod/mod makers

Posted: Sat Nov 09, 2013 10:53 pm
by Nielk1
We're more likely ATM to tell you how to do what you want then to help you do it. :P

Re: Questions about mod/mod makers

Posted: Sun Nov 10, 2013 5:52 pm
by DarkCobra262
Nielk1 wrote:We're more likely ATM to tell you how to do what you want then to help you do it. :P
This or if you want to work with GBD, he'll want you to learn most of it on your own (he knows I used to ask him a million and 1 questions about modding BZ2, even something that should have been obvious but wasn't D:)

Re: Questions about mod/mod makers

Posted: Sun Nov 10, 2013 6:49 pm
by Ded10c
Teach a man to fish, and all that.

Re: Questions about mod/mod makers

Posted: Wed Nov 13, 2013 6:03 am
by Vassili
I have edit the original post for add a question 10

Re: Questions about mod/mod makers

Posted: Wed Nov 13, 2013 4:00 pm
by Nielk1
10 - depends on intent.
You can cloak a unit (morphtank) and use effects like its digging, you can actually out the visual mesh below ground (but not physical body), you could shrink the unit (morph tank) to a tiny size and use effects like its digging, or you could use a turret or a DLL/mission script trick to fake it somehow.