Recycler Unit Creation Location

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Vadam
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Recycler Unit Creation Location

Post by Vadam » Mon Mar 24, 2014 5:14 am

Is there any way to change the location where the recycler creates a unit without using modeling? The recycler in question uses one of those horrid MSH files that cannot be opened, so I can't just move the location of the HP very easily. I was just curious as to if there was some way, any other way, to move that location other than using modeling. I want to do this because the recycler I'm talking about creates the units in a place where the units are trapped.

In short, how do I move the white arrow to the blue arrow

Image

Pardon the mspaint skills
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Red Devil
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Re: Recycler Unit Creation Location

Post by Red Devil » Mon Mar 24, 2014 5:48 am

recyclers use hp_vehicle as the point where they are to build a vehicle. if you can't move it in the xsi, you can't.

but!

you can use this from the pb4 changelog (extras\changelog) to boot them out:

- Fix for mantis #348. Added

[FactoryClass]
KickAllCraft = false

If this is true, then all units built by a factory will get the
same kick that empties currently do. If this is false, only empties
get the kick. You should be able to use [FactoryClass]::MultVelXZ to
modify the strength of that kick. Also noticed that MultVelXZ was
being applied only when scaleVelY was not-zero; made it applied all
the time. [NM]


- Fix for mantis #347. Added

[FactoryClass]
MultVelXZ = 1.0

This is a multiplier on the X/Z components on items spit out of the
factory. [ScaleVelY is an 'add', according to the code.] 1.0 means
leave things unchanged, 2.0 means double the value, etc. Compiles, but
is untested. [NM]

- Fix for mantis #258. Added

[FactoryClass]
scaleVelY = 0.0

If this is not 0, then this value is applied to the newly-built
item's vertical velocity. This is *NOT* quite identical to the
armory's scaleVelY, because the armory does a whole lot of code to
calculate a resulting 3D position, and ends up setting a value a
little different from what's in the ODF. This value for FactoryClass
only sets the initial velocity. [NM]


also, for armory, from pb2:

-- b64i released

- Added access to a lot more ex-constants in the code:

[ArmoryClass]
scaleVelY = 2.0 // Multiplier on vertical launch velocity
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Re: Recycler Unit Creation Location

Post by Vadam » Mon Mar 24, 2014 6:35 am

Freedom!

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Re: Recycler Unit Creation Location

Post by Red Devil » Mon Mar 24, 2014 7:38 am

cool 8-) and be sure to thank gsh, the one who adds these features for our benefit.
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Re: Recycler Unit Creation Location

Post by Ded10c » Mon Mar 24, 2014 10:44 am

If that's an EPIC factory it could probably do with being scaled way down before it's usable with non-EPIC assets.
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Re: Recycler Unit Creation Location

Post by General BlackDragon » Mon Mar 24, 2014 2:09 pm

Actually I don't recognize any of that...

What are u messing with vadam? :D
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Re: Recycler Unit Creation Location

Post by Ded10c » Mon Mar 24, 2014 2:19 pm

They look like Facility assets to me. That drone in the second image certainly looks like one of those, it has the right kind of mottled/rusty green/brown with hazard pattern.
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Re: Recycler Unit Creation Location

Post by Vadam » Mon Mar 24, 2014 4:58 pm

Yes, they're Facility assets from Epic. They were in the Epic pak file, looking all sad and unused.

Makes me wonder what the original plans for them were

Also I can't exactly scale them down to normal size because of the ever-so-lovely MSH file format. Unless there is some way that I am unaware of.
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Re: Recycler Unit Creation Location

Post by MrTwosheds » Mon Mar 24, 2014 6:38 pm

Bz2edit converts xsi files into msh files, which are the format that bz2 actually uses for in game models. It is not intended to be editable, it is intended to optimize the editable xsi models for play.
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Re: Recycler Unit Creation Location

Post by Vadam » Mon Mar 24, 2014 6:43 pm

I am well aware of that. I just find it infuriating that I have to always work around these files rather than simply changing them.
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Re: Recycler Unit Creation Location

Post by Red Spot » Mon Mar 24, 2014 7:25 pm

Contact the mod-author and ask him/them kindly if you could have such assets ..
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Re: Recycler Unit Creation Location

Post by Red Devil » Mon Mar 24, 2014 7:31 pm

sadly, Slaor passed away a few years ago. Timevirus, too. :(
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Re: Recycler Unit Creation Location

Post by Vadam » Mon Mar 24, 2014 7:40 pm

I could ask somebody who still has those assets, but I'd feel like a noodge. I prefer to do as much as I possibly can on my own.
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Re: Recycler Unit Creation Location

Post by Nielk1 » Mon Mar 24, 2014 7:59 pm

Ya know I could fix it if needed. I have a higher success rate than OM's old lost MSH converter on non-vertex-animated models. As for scion units, bit of a crap shoot unless I just dump the entire visual mesh as a single object and all the bones AND hierarchy as bones.

For those unaware, yes, I have an MSH2XSI converter.
And yes, I made it.
And yes, it can convert old 1.2 MSHs.
And yes, it can convert BZ2 Demo meshes.
And yes, with a little work I could make it work for Dark Reign 2 models too; I know the changes needed.

IIRC Slaor was the type that wanted his work public and only the large loss of data due to flooding made that impossible.

EDIT: Yea GBD, back when I was looking the EPIC MSHs I found that and a few variations of drones. I also found that lovely Cerberi Evolved pilot, though it is far incomplete, needing animations and fixed textures.

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Re: Recycler Unit Creation Location

Post by Red Devil » Mon Mar 24, 2014 8:17 pm

i may have those xsi's in some zips that were sent to me by Slaor and/or Lizard for safe keeping. what's the name of the odf using it, zadam?
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