ODF: Classes, command lines, and whatnot

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General BlackDragon
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Re: ODF: Classes, command lines, and whatnot

Post by General BlackDragon »

Special task is a special thing, like Scavenger's Scavenge, or Service trucks Service. They are usually the ones that say they cant be used by other unit types.

unitTask i have no idea


I remember making units drive around in a circle while idle by giving them CircleTask in one of those tasks. was interesting :D

I think: waitTask = "CircleTask"
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Re: ODF: Classes, command lines, and whatnot

Post by Zero Angel »

Interesting. Are they still alert to enemies in that state?
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Re: ODF: Classes, command lines, and whatnot

Post by General BlackDragon »

not sure, think so.


Also, Ainame2 takes effect when u order a unit to attack something.
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Re: ODF: Classes, command lines, and whatnot

Post by k00kev2 »

General BlackDragon wrote: Also, Ainame2 takes effect when u order a unit to attack something.
That kinda makes sense.
But what about "attackTask"?
I read that attackTask was when the unit approached an enemy,
and defendTask was when an enemy approached the unit...

I shall make it a point to mess around with it.

Also, how can I get rid of the start-buff when I play edit?
The whole 'credit' section when you first start the game. That's
really the only thing that cuts a large chunk of time in my in-game testing.

It also bothers me that it stops my music, so I have to wait for the pilot login screen, then windows-key out, and start the music again...
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Re: ODF: Classes, command lines, and whatnot

Post by Zero Angel »

k00kev2 wrote:and defendTask was when an enemy approached the unit...
I thought that was what subAttackTask did. I could be wrong though.
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Re: ODF: Classes, command lines, and whatnot

Post by General BlackDragon »

well, /nointro will skip straight to login screen.

And, there's no way to turn off the Editor license agreement thing
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Re: ODF: Classes, command lines, and whatnot

Post by Zero Angel »

General BlackDragon wrote:And, there's no way to turn off the Editor license agreement thing
*ahem*

http://bz2maps.us/phpBB/viewtopic.php?f=19&t=3916
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Re: ODF: Classes, command lines, and whatnot

Post by General BlackDragon »

I ment without modding
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Re: ODF: Classes, command lines, and whatnot

Post by k00kev2 »

General BlackDragon wrote:well, /nointro will skip straight to login screen.

And, there's no way to turn off the Editor license agreement thing
nointro is all I needed. Much appreciated.

So I'm going through the different AI processes right now, seeing what does what.
I've added the line, "AttackTask = "WingmanBlastAttack" and that's my constant.
I only change the aiName and aiName2 - normally to ___Friend and ___Enemy.
Taking notes and whatnot, and I'll try to compile a semi-detailed list.

Is this all the AI processes?

Code: Select all

AI Names: 

CommTowerProcess 
BuildingProcess 
GunTowerFriend 
GunTowerEnemy 
ArmoryProcess 
PersonFriend 
PersonEnemy 
AttachWingman 
AttachOffensive 
AssaultTankProcess 
TugFriend 
TugEnemy 
RigFriend 
RigEnemy 
DeployBuildingFriend 
DeployBuildingEnemy 
ScavProcess 
ScoutFriend 
ScoutEnemy 
SentryProcess 
ServiceProcess 
TankFriend 
TankEnemy 
TurretTankFriend 
TurretTankEnemy 
GechProcess 
GechFriend 
GechEnemy 
SoldierProcess 
APCProcess 
BomberProcess 
SAVFriend 
SAVEnemy 
RocketTankFriend 
RocketTankEnemy 
SupportProcess 
WingmanFriend 
WingmanEnemy 
PowerUpProcess 
TorpedoProcess 
CombatFriend 
CombatEnemy 
MineLayerFriend 
MineLayerEnemy 
MorphTankFriend 
MorphTankEnemy 
TugProcess 
AnimalProcess 
AlternateAnimalProcess 
boidprocess 

AimFireAttack - aims at its target and fires, but doesn't move
AirCraftAttack - reduces throttle while making a "strafing run", and switches to goto mode when it can't hit its target
AlternateAnimalTask - alternative animal behavior
APCAttack - APC attack behavior, cannot be used by other units
ArcherAttack - Scion Archer attack behavior
ArcherSubAttack - same as ArcherAttack
ArtlAttack - deploys before attacking, aims high
ArtlSubAttack - same as ArtlAttack but starts in attack mode
AssaultTankAttack - attacks when can hit, stationary while attacking
AttackTaskP - general attack task
BoidTask - flocking behavior for birds
BomberAttack - Bomber attack behavior, cannot be used by other units
CashOutTask - go back to the Recycler for recycling
CircleTask - drive in a circle
CoastTask - clear steering and movement controls to coast
CollectHTask - hover Scavenger collect behavior, cannot be used by other units
CollectTask - normal Scavenger collect behavior, cannot be used by other units
DefendTask - defend the target object, wandering around it
SimpleFollowTask - follow the target object
GechAttack - Gech attack behavior, will scatter to avoid hitting friends
GetServiceTask - elects a leader unit to follow, will go get healed if damaged
GotoTask - go to a target location
DropGoto - DeployBuilding variant of GotoTask that slides into place, cannot be used by other units
GoNear - go near a target location
GoGet - go to a target object, with intent to move on top of it
Power - ConstructionRig behavior to restore power objects to power taps
ScavGotoDropoff - normal Scavenger drop off scrap, cannot be used by other units
ScavGotoRepair - normal Scavenger go to get repair
ScavGotoScrap - normal Scavenger pick up scrap, cannot be used by other units
ScavHGotoDropoff - hover Scavenger drop off scrap, cannot be used by other units
ScavHGotoRepair - hover Scavenger go to get repair
ScavHGotoScrap - hover Scavenger pick up scrap, cannot be used by other units
TugPickup - Tug pick up object, cannot be used by other units
UnBuild - ConstructionRig unbuild the target object
Upgrade - ConstructionRig upgrade the target object, cannot be used by other units
GoPoints - go along a path
HuntTask - hunt around the map for enemy units
PatrolTask - patrol using the strategic AI scheduler
PersonRetreat - pilot retreat back to recycler for recycling
SoldierRetreat - soldier retreat back to base (target object) for recycling
GunTowerAttack - GunTower attack, no support for movement
HarvestHTask - hover Scavenger harvest behavior, cannot be used by other units
HarvestTask - normal Scavenger harvest behavior, cannot be used by other units
LandAnimalTask - LandCreature behavior behavior, cannot be used by other units
LayMinesTask - MineLayer mine-laying behavior, cannot be used by other units
LookAtTask - look at the target object
MorphTankAttack - deploy for assault, undeploy for combat
MortarBikeAttack - MortarBike attack behavior (sit and fire, strafe when hit?)
MortarBikeSubAttack - same as MortarBikeAttack
PersonAttack - pilot and soldier attack behavior
RecycleHTask - hover Scavenger behavior, cannot be used by other units
RecycleTask - normal Scavenger behavior, cannot be used by other units
RescueTask - go to the target object, hop out when close enough
Rigbuild - ConstructionRig build an object, cannot be used by other units
RocketTankAttack - RocketTank attack behavior, stay close, circle-strafe target, counterattack when shot
SAVAttackPersonTask - SAV attack person, mulch when close enough
SAVAttackVehicleTask - SAV attack vehicle, fly to move, descend to engage
ScavHRetreatTask - hover Scavenger retreat
ScavRetreatTask - normal Scavenger retreat
ServiceHTask - hover ServiceTruck behavior, cannot be used by other units
ServiceTask - normal ServiceTruck behavior, cannot be used by other units
SitAttack - sit in place, attack when enemy is in range
SitSpinTask - sit in place, spin to reduce chance of being sniped
SitTask - sit in place, look at enemy
SoldierAttack - Soldier attack behavior, strafe when close or may hit friend
SupportSubAttack - supports lock-on and charge weapons
TurretAttack - Turret attack behavior
TurretBlastAttack - Turret blast attack behavior (simpler)
TurretDefendTask - Turret defend behavior, look for spot near target
WingmanBlastAttack - start in attack mode, strafe and counterattack if damaged, jump if not able to hit, scatter to avoid hitting friends
There's also this, which I'm assuming is associated with the complexity of the ai process

Code: Select all

{ "APCProcess", 32},
        { "AlternateAnimalProcess", 32},
        { "ArmoryProcess", 32},
        { "AssaultTankProcess", 128},
        { "BoidProcess", 32},
        { "BomberProcess", 32},
        { "BuildingProcess", 32},
        { "CommTowerProcess", 32},
        { "GechProcess", 256},
        { "LandAnimalProcess", 32},
        { "PowerUpProcess", 32},
        { "ScavHProcess", 32},
        { "ScavProcess", 32},
        { "SentryProcess", 256},
        { "ServiceProcess", 128},
        { "ServiceHProcess", 128},
        { "SoldierProcess", 32},
        { "SupportProcess", 128},
        { "TorpedoProcess", 32},
        { "UserProcess", 32},

        { "AlternateAnimalTask", 32},
        { "AttackTask", 32},
        { "AttackTaskP", 128},
        { "BoidTask", 32},
        { "CashOutTask", 32},
        { "CircleTask", 64},
        { "CoastTask", 64},
        { "CollectHTask", 32},
        { "CollectTask", 32},
        { "DefendTask", 32},
        { "FollowTask", 32},
        { "GetServiceTask", 32},
        { "GotoTask", 32},
        { "HarvestHTask", 32},
        { "HarvestTask", 32},
        { "HuntTask", 32},
        { "LandAnimalTask", 32},
        { "LayMinesTask", 32},
        { "LookAtTask", 64},
        { "PatrolTask", 32},
        { "RecycleHTask", 32},
        { "RecycleTask", 32},
        { "RescueTask", 32},
        { "SAVAttackPersonTask", 32},
        { "SAVAttackVehicleTask", 32},
        { "ScavHRetreatTask", 32},
        { "ScavRetreatTask", 32},
        { "ServiceTask", 32},
        { "ServiceHTask", 32},
        { "SimpleFollowTask", 32},
        { "SitSpinTask", 32},
        { "SitTask", 256},
        { "TurretDefendTask", 32},
        { "UnitTask", 32},

        { "APCAttack", 128},
        { "AimFireAttack", 128},
        { "ArcherAttack", 128},
        { "ArcherSubAttack", 128},
        { "ArtlAttack", 128},
        { "ArtlSubAttack", 128},
        { "AssaultTankAttack", 256},
        { "AttackGroup", 256},
        { "AttackTask", 32},
        { "AttackTaskP", 128},
        { "BomberAttack", 128},
        { "GechAttack", 512},
        { "GunTowerAttack", 128},
        { "MorphTankAttack", 128},
        { "MortarBikeAttack", 128},
        { "MortarBikeSubAttack", 128},
        { "PersonAttack", 128},
        { "RocketTankAttack", 256},
        { "SAVAttackPersonTask", 32},
        { "SAVAttackVehicleTask", 32},
        { "SitAttack", 64},
        { "SoldierAttack", 128},
        { "SupportSubAttack", 128},
        { "TurretAttack", 512},
        { "TurretBlastAttack", 128},
        { "WingmanBlastAttack", 256},
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Re: ODF: Classes, command lines, and whatnot

Post by Zero Angel »

I believe there is also AircraftFriend/Enemy added in 1.3
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Re: ODF: Classes, command lines, and whatnot

Post by GSH »

Your best bet is to unpack the 1.3 *.pak files, and search all those files for entries. Just because something's mentioned in code doesn't mean it's bug-free or supported. Anyone hoping for a magic parameter to make some amazing desired feature of mod work is probably going to be disappointed.

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Re: ODF: Classes, command lines, and whatnot

Post by k00kev2 »

I'm not expecting some super-parameter that solves all our problems, but it's nice to see what all we have available to work with.
I will unpack the 1.3 pak and explore around a bit though, thank you.
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Re: ODF: Classes, command lines, and whatnot

Post by k00kev2 »

I have a question about the weaponConfig param.
What should the target-ODF's parameters be?
Does one just list off the weapons APs?
Or do you have to structure it some way?

I'm messing around with it right now, but the possibilities seem a bit much to just tackle it blindly.

EDIT:
Nevermind, I actually got it on my first try...
Here's a sample list in case anyone ever asks.

Code: Select all

[Gun]
weaponCount = 6
weaponName1 = "apmini"
weaponName2 = "aplase"
weaponName3 = "appumm"
weaponName4 = "apchain"
weaponName6 = "appulsesgx"
weaponName5 = "apgatt"

[Cannon]
weaponCount = 8
weaponName1 = "apstab"
weaponName2 = "appstb"
weaponName3 = "apsstb"
weaponName4 = "applas"
weaponName5 = "apblst"
weaponName6 = "apmagg"
weaponName7 = "aprailgun"
weaponName8 = "apbplas"
Etc.
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Re: ODF: Classes, command lines, and whatnot

Post by Red Devil »

gun section is misordered
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Re: ODF: Classes, command lines, and whatnot

Post by k00kev2 »

Inconsequential.
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