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Rec variants?

Posted: Mon Dec 30, 2013 1:47 am
by XxHAMADEHxX
Umm where are the files for the rec variants I was trying to make a quick one but I could not find where they are located XD

Re: Rec variants?

Posted: Mon Dec 30, 2013 1:55 am
by MrTwosheds
patch13.pak/addon/objects/isdf or fury/buildings

Re: Rec variants?

Posted: Mon Dec 30, 2013 1:57 am
by XxHAMADEHxX
Thanks bro

Re: Rec variants?

Posted: Mon Dec 30, 2013 2:15 am
by XxHAMADEHxX
Btw Im making new odf's for the rec

But they are just units with scrap and build times cut in half.

Is this the right way to do it?

Re: Rec variants?

Posted: Mon Dec 30, 2013 4:37 am
by Nielk1
make a new rec, such as ivrecy_ham that deploys to ibrecy_ham, that has in its build list items such as ivscav_ham and ivscout_ham, these units should inherit from their base odfs with only the changed fields and [headers] included. For an example of a recycler that makes a large number of the same small change look at the Luckyfoot recycler (it makes AI pilots not eject IIRC, so you can see a mass of ODFs with only that one small change, making it easy to understand the small change you want to make).

Re: Rec variants?

Posted: Mon Dec 30, 2013 4:44 am
by XxHAMADEHxX
Cool
Thanks dude =D

Re: Rec variants?

Posted: Mon Dec 30, 2013 11:14 pm
by Red Spot
Nielk1 wrote:(it makes AI pilots not eject IIRC, so you can see a mass of ODFs with only that one small change, making it easy to understand the small change you want to make).
Dont really understand why somebody does that. With the pilot lifespan-value you can set it to 0 and simply allow the player some variaty. Now it 'hardcoded' to simply never spawn pilots. Meaning, no option, eventhough the pre-game shell leaves you believing otherwise .. 8-)

Re: Rec variants?

Posted: Mon Dec 30, 2013 11:19 pm
by Nielk1
Red Spot wrote:
Nielk1 wrote:(it makes AI pilots not eject IIRC, so you can see a mass of ODFs with only that one small change, making it easy to understand the small change you want to make).
Dont really understand why somebody does that. With the pilot lifespan-value you can set it to 0 and simply allow the player some variaty. Now it 'hardcoded' to simply never spawn pilots. Meaning, no option, eventhough the pre-game shell leaves you believing otherwise .. 8-)
What are you talking about? There is no hardcode anti-pilot in gamemodes that use recyclers. And the LF rec is for lower end computers where all the pilot objects would cause lag. IIRC pilots do now expire due to jamming up the game even on good computers (hence the LF rec was made, before the lifespans). Having pilots return is helpful since they give a tiny bit of scrap.

Re: Rec variants?

Posted: Mon Dec 30, 2013 11:22 pm
by Red Spot
Nielk1 wrote:What are you talking about?
Nielk1 wrote:(it makes AI pilots not eject IIRC

Re: Rec variants?

Posted: Mon Dec 30, 2013 11:47 pm
by Nielk1
Red Spot wrote:
Nielk1 wrote:What are you talking about?
Nielk1 wrote:(it makes AI pilots not eject IIRC
That's not hardcode...
That's ODF edits...

You need to use the right terms when you talk about things.
Hardcode would mean the engine did it...