Akky's Mod Thread

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Zenophas
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Re: Zeno's Modpost

Post by Zenophas »

First post links updated.
-Removed Goomba's map thing.
-Relinked BZmodding community link.


New site contains communism and mechanics in progress.
Apollo
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Re: Zeno's Modpost

Post by Apollo »

Zenophas wrote:Craft weight calculated through volume, 'Drams (US)'
First, find out how much you think the craft will weigh in Kg. Then, after this, erase the kg unit and replace it with Drams.
I once used 3ds max to get each models volume to make a mass setting for each model instead of the default mass.
I found that VMAG wasn't working right so the new mass values didn't workout as expected.
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Zenophas
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Re: Zeno's Modpost

Post by Zenophas »

Apollo wrote:
Zenophas wrote:Craft weight calculated through volume, 'Drams (US)'
First, find out how much you think the craft will weigh in Kg. Then, after this, erase the kg unit and replace it with Drams.
I once used 3ds max to get each models volume to make a mass setting for each model instead of the default mass.
I found that VMAG wasn't working right so the new mass values didn't workout as expected.
What does this mean? :^
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Thread Title Change

Post by Zenophas »

I changed the thread title, due to not really caring about modding as much as I used to. I'm going to post whatever I feel like instead. I actually don't play videos games that often anymore, so- whateverz. I find more enjoyment in literature, 2D art, and audio.

Squeezed by tongs and left to dry
Eighteen years worth of dripping time
Concentrated residue spelling my name
on the unvarnished lid thy lay
Wide awake when the siblings are baked
Lines of white with noose and stake
Door-to-door screams quelled by fire
By men in masks who kill on hire...

Drip- drip- drip, into the growing cracks
Swelling hard and turning black
Inching closer to my heart where the stakes deserve to be
A special blend of ketamine and heroin is what I need
Makes me sparkle with blood stained wings,
Flying away to better things...

No great trauma is to be seen
Just a bunch of wicked old tea
like the freshly squeezed bird of prey
Under the shining sun where you lay
Watching everything burn as the devil sings,
These are a some of my favorite things.......
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DuoRanger
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Re: Zeno's Content Thread (literature/mods/audio/images)

Post by DuoRanger »

^^^I smell Emocore Hairesy in this post Above
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Zenophas
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Re: Zeno's Content Thread (literature/mods/audio/images)

Post by Zenophas »

DuoRanger wrote:^^^I smell Emocore Hairesy in this post Above
I know what Emocore is but not the Hairesy part.
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Re: Zeno's Content Thread (literature/mods/audio/images)

Post by Zenophas »

Code: Select all

[TreadedClass]
setAltitude = 0.1
alphaDamp = 15.0
alphaTrack = -20.0
pitchPitch = 0.15
pitchPitchRun = 0.0
pitchThrustRun = -0.07
rollStrafe = 0.0
rollSteer = 0.0
rollTurn = 0.0

velocForwardRun = 10
velocReverseRun = 7
velocSJumpRun = 0
velocStrafeRun = 0
accelBrake = 75
accelThrust = 10
accelRate = 3.6
accelDragStop = 14.0
accelDragFull = 15.0
accelJump = 0.0
alphaSteer = 0.1
omegaSpin = 0.0
omegaTurn = 2.0

Code: Select all

[AircraftClass]
setAltitude = 45.5
accelDragStop = 4.0
accelDragFull = .5
alphaTrack = 20.0
alphaDamp = 5.0
pitchPitch = 0.4
pitchPitchFly = 0.2
pitchThrust = 0.3
pitchThrustFly = 0.1
rollStrafe = 1.5
rollStrafeFly = 4.5

velocForward = 150.0
velocReverse = -150.0
velocStrafe = -20.0
accelThrust = 150.0
accelBrake = -550.0
omegaSpin = 1.5
omegaTurn = 2.5
alphaSteer = 3.0
accelJump = 200.0
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Red Devil
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Re: Zeno's Content Thread (literature/mods/audio/images)

Post by Red Devil »

i "experimentated" with negative values for strafe while tweaking the G66 units and found that it caused the AI-controlled ones to strafe opposite of the direction their opponent was strafing. looked cool, more human-like, but it tended to throw their aim off.

you and those hats... :D

edit: hmmm, seems i left it in some units

strafeFactor = -0.5f;
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Zenophas
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Re: Zeno's Content Thread (literature/mods/audio/images)

Post by Zenophas »

Red Devil wrote:i "experimentated" with negative values for strafe while tweaking the G66 units and found that it caused the AI-controlled ones to strafe opposite of the direction their opponent was strafing. looked cool, more human-like, but it tended to throw their aim off.

you and those hats... :D

edit: hmmm, seems i left it in some units

strafeFactor = -0.5f;
Mmm, apply higher turn sensitivity, or did that not help?

For the aircraft in a Air-to-ground encounter, I just give them high AOE bullet rounds, so they can hit stuff in an area without actually aiming precisely.
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Red Devil
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Re: Zeno's Content Thread (literature/mods/audio/images)

Post by Red Devil »

nope, didn't help; they were more concerned with strafing than hitting. maybe you can make them hit better?

good idea with the AOE. a little more splash can be a good thing sometimes. yet another thing the battlefield series took from BZ.
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Zenophas
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Re: Zeno's Content Thread (literature/mods/audio/images)

Post by Zenophas »

Red Devil wrote:nope, didn't help; they were more concerned with strafing than hitting. maybe you can make them hit better?
Depends. Maybe the unit you're describing would be better for something else with its current way of moving and whatnot?


Red Devil wrote:good idea with the AOE. a little more splash can be a good thing sometimes. yet another thing the battlefield series took from BZ.
Doom had splash damage too. Seems like a rather common idea.




I've been working on a way to decide hardpoint efficiency. Such stuff is done with the VDF editor, and the editing of a hardpoints length.

Cannons:
Editing this for cannon hardpoints is akin to deciding the quality of the rifling of a cannon barrel. This effects muzzle velocity, accuracy, and range of the projectile being fired. (Accuracy isn't a working part of bz1 though, due to the weapons not having a spread ratio like the solar flare mine does when it disperses fire particles. But, if it was working, editing the rifling of your cannon hardpoint would affect accuracy too. Making the actual projectile ODF a standard setting to be altered by the tank itself, depending on its proficiencies.)

Note: All cannon type weapons in my mods are manually loaded and their projectiles are affected by gravity.

Rockets:
The workings of this are different for rockets though. As trackers will swerve instead of going in a straight line, depending on the rocket hardpoints length and the speed of said rocket. Rocket hardpont length, just like with the cannons, affects rocket speed upon firing. I made the American Light Tank more proficient with lighter tracking rockets instead of heavy tracking rockets. and vice-versa with the bomber. If a bomber tries to use tracking rockets make for a light tank, the rockets will veer way off course if they aren't aimed directly at their target. Likewise, if a light tank tries to use the same weapon, it'll be more able to hit a target of the same type with the same aiming conditions in affect. The missile will be slowed down due to the light tank's rocket hardpoint being less long than the bomber's.

That's all I've been able to pick up from it. Leaving this a subjective thing rather than objective, cause' i'm not sure if i'm right.
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Red Devil
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Re: Zeno's Content Thread (literature/mods/audio/images)

Post by Red Devil »

you're saying that adjusting the length of the hardpoint in the model affects accuracy?
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Zenophas
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Re: Zeno's Content Thread (literature/mods/audio/images)

Post by Zenophas »

Red Devil wrote:you're saying that adjusting the length of the hardpoint in the model affects accuracy?
In my mind, yeah. Though, I don't have the ability to make bullets and rockets not fire in a straight line all the time, unlike in BZ2. So, I don't really know.


All I know is that it make tracking rockets swerve about in flight, and gravity affected projectiles fly further faster, before they hit the ground.
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Re: Zeno's Content Thread (literature/mods/audio/images)

Post by Red Devil »

interesting... :geek:
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