ODF: Classes, command lines, and whatnot
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ODF: Classes, command lines, and whatnot
Hello again all
So, I'm looking for a consolidated list of .odf lines that can be used, with a decent description of what it does.
I don't know if one has been made, nor do I know where to look. I searched the forums a bit, but didn't find
an all-encompassing list. I'm quite sure this is a... ambitious request. I'd love to write one out if there isn't
already one - and if there is, but it lacks descriptions, I'd be happy to write those in as I go along.
So, first off, is there a list of odf commands? I have one someone messaged me a while back. It was on pastebin, and
as I thought, it got deleted, but I managed to save it myself so I have it. It has a lot of useful information, but not
much detail (in how to use each line).
For instance:
[FactoryClass]
WeaponConfig = "blah.odf" // If blank, uses *weapon.odf. If specified, MUST end in .odf
This allows modders to restrict weapon layouts available at a
specific factory to a different odf than the normal 'iweapon.odf'. If
this parameter is missing or "", then the default behavior is used. As
noted above, if this parameter is specified, it *must* have .odf in
it, as per the above. There is no race-customization of the first char
if specified. This code compiles, but is otherwise untested. [NM]
That's highly useful, and I've actually been looking for that.
More specifically, I'm looking for 'process' or 'ai' uses:
APCProcess
BomberProcess
SAVFriend
SAVEnemy
RocketTankFriend
RocketTankEnemy
SupportProcess
WingmanFriend
WingmanEnemy
PowerUpProcess
TorpedoProcess
I don't know exactly how to use those, what they do specifically, etc.
So, I'm asking for help making the list. I intend on making an extensive one - and if it
proves too epic, I can always divide it into different class lines (specific weapon lines, specific
building lines, specific vehicle, etc)
Also, how's everyone been?
So, I'm looking for a consolidated list of .odf lines that can be used, with a decent description of what it does.
I don't know if one has been made, nor do I know where to look. I searched the forums a bit, but didn't find
an all-encompassing list. I'm quite sure this is a... ambitious request. I'd love to write one out if there isn't
already one - and if there is, but it lacks descriptions, I'd be happy to write those in as I go along.
So, first off, is there a list of odf commands? I have one someone messaged me a while back. It was on pastebin, and
as I thought, it got deleted, but I managed to save it myself so I have it. It has a lot of useful information, but not
much detail (in how to use each line).
For instance:
[FactoryClass]
WeaponConfig = "blah.odf" // If blank, uses *weapon.odf. If specified, MUST end in .odf
This allows modders to restrict weapon layouts available at a
specific factory to a different odf than the normal 'iweapon.odf'. If
this parameter is missing or "", then the default behavior is used. As
noted above, if this parameter is specified, it *must* have .odf in
it, as per the above. There is no race-customization of the first char
if specified. This code compiles, but is otherwise untested. [NM]
That's highly useful, and I've actually been looking for that.
More specifically, I'm looking for 'process' or 'ai' uses:
APCProcess
BomberProcess
SAVFriend
SAVEnemy
RocketTankFriend
RocketTankEnemy
SupportProcess
WingmanFriend
WingmanEnemy
PowerUpProcess
TorpedoProcess
I don't know exactly how to use those, what they do specifically, etc.
So, I'm asking for help making the list. I intend on making an extensive one - and if it
proves too epic, I can always divide it into different class lines (specific weapon lines, specific
building lines, specific vehicle, etc)
Also, how's everyone been?
Re: ODF: Classes, command lines, and whatnot
Above all, the reason I want to compile the list is because
I really like messing around with the odf's, but haven't managed
to do much. Right now I'm trying to make an anti-air tower, that
specifically aims at only air units. For some reason, its range is
horribly awful and takes a long time to attack an enemy unit.
I really like messing around with the odf's, but haven't managed
to do much. Right now I'm trying to make an anti-air tower, that
specifically aims at only air units. For some reason, its range is
horribly awful and takes a long time to attack an enemy unit.
Re: ODF: Classes, command lines, and whatnot
Somebody once made some form of modlog, not really sure who it was but I think Commando. Iirc it has some ODF data in it. Cant find it a BZScrap.org, probably cause I also dont know what its named. Somebody else will probably be able to help you to it.
For the most part its mostly trial and error, and learn by using the parameters.
Your GT issue might for instance have to do with:
-long scan interval
-short engage range
-short weaponrange
-weapon limitations
-model being unable to turn far enough
The last option, afaik, is also the only method in making a true AA tower.
For the most part its mostly trial and error, and learn by using the parameters.
Your GT issue might for instance have to do with:
-long scan interval
-short engage range
-short weaponrange
-weapon limitations
-model being unable to turn far enough
The last option, afaik, is also the only method in making a true AA tower.
- MrTwosheds
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Re: ODF: Classes, command lines, and whatnot
http://www.bzscrap.org/downloads/Docume ... 1_9_09b.7z
This is not a list of odf entries, it is some descriptions of some of the things that have been changed post pb1.2.
There is no definitive list of odf entries other than the bz2 files themselves. Most of the people here know a fair amount about what can and cannot be done with odf's, most of it discovered by experimentation.
Also use searches within Battlezone2/extras/changelog to find a lot of info about other additions and changes.
http://zeroangel.overminddl1.com/reference/bz2ai.php
This is some old descriptions of bz2 AI processes by Zero Angel, It should give you some indication of what may do what.
As far as I know, targeting aircraft only is not a specifically flagged function. I.e You can shoot at everything or just ground units, but not just aircraft.
This is not a list of odf entries, it is some descriptions of some of the things that have been changed post pb1.2.
There is no definitive list of odf entries other than the bz2 files themselves. Most of the people here know a fair amount about what can and cannot be done with odf's, most of it discovered by experimentation.
Also use searches within Battlezone2/extras/changelog to find a lot of info about other additions and changes.
http://zeroangel.overminddl1.com/reference/bz2ai.php
This is some old descriptions of bz2 AI processes by Zero Angel, It should give you some indication of what may do what.
As far as I know, targeting aircraft only is not a specifically flagged function. I.e You can shoot at everything or just ground units, but not just aircraft.
There are a number of odf entries that effect range and targeting, My advice would be to avoid creating any (non missile) weapon with a range much over 250 -300, mostly because you won't ever get to see its explosion effect from the unit firing it, but also because the AI units become uncontrollable by the player if they can see targets too far away from them. Rangescan is the value that determines how far an Ai unit can "see" and if I remember correctly values > 450 cause problems.its range is horribly awful and takes a long time to attack an enemy unit.
Last edited by MrTwosheds on Tue Apr 09, 2013 8:57 pm, edited 1 time in total.
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- General BlackDragon
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Re: ODF: Classes, command lines, and whatnot
And now I give you this:
http://www.starfleetplatoon.com/~starfl ... things.txt
I dont think you can make a Gtow NOT attack ground units, or atleast not try to.
but use:
[CraftClass]
SubAttackClass = "ANS"
SubAttackClass - Class for which the AI is told when to execute these Tasks. uses 3 letters. The first letter can be N or A. N is attack ground only, A is include Air. 2nd letter is either N or D. N for regular attack and D for being deployed before attacking. 3rd letter is either N or S. N is use the engage range to attack and S is to use Weapon Range.
http://www.starfleetplatoon.com/~starfl ... things.txt
I dont think you can make a Gtow NOT attack ground units, or atleast not try to.
but use:
[CraftClass]
SubAttackClass = "ANS"
SubAttackClass - Class for which the AI is told when to execute these Tasks. uses 3 letters. The first letter can be N or A. N is attack ground only, A is include Air. 2nd letter is either N or D. N for regular attack and D for being deployed before attacking. 3rd letter is either N or S. N is use the engage range to attack and S is to use Weapon Range.
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Re: ODF: Classes, command lines, and whatnot
Dedicated AA emplacements are impossible, unless you are willing to put them under the ground... (I did explain this somewhere else...)
viewtopic.php?f=16&t=1225
viewtopic.php?f=16&t=1225
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Re: ODF: Classes, command lines, and whatnot
This is what I already have saved on my computer. It's incredibly useful, but I think it could be more extensive.General BlackDragon wrote:And now I give you this:
http://www.starfleetplatoon.com/~starfl ... things.txt
And definitely cleaned up a bit. I don't really know what half of it is talking about.
I'm still playing around with my AA but it's not TOO important. Archers tend to stay back and hit from afar. It's
not too often an Archer decides to fly over an Anti-Air Tower...
Albeit, it'd be a lot more useful for those mods where there are multiple flying units and whatnot.
Right now I'm playing around with AI stuff. I've just been playing around with the standard ISDF scout and adding these:
AttackTask = "GechAttack" //Gech attack behavior, will scatter to avoid hitting friends
DefendTask = "AimFireAttack" //aims at its target and fires, but doesn't move
FollowTask = "WingmanBlastAttack" //start in attack mode, strafe and counterattack if damaged, jump if not able to hit, scatter to avoid hitting friends
Not even sure if I'm using those right, but it looks kinda alright. I think the unit behaves differently too, but I'm not too sure.
I did have a problem with the "Hold" command for some reason. The (Ctrl+~) interface kept popping up complaining about something
to do with "Hold" - I never wrote it down for some reason. After it complained a few times, the game just crashed. I did manage to
go a good 30 minutes with the scouts running around attacking random enemy units here and there though.
- Zero Angel
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Re: ODF: Classes, command lines, and whatnot
My AI guide is several years old so doesnt include the newest AI types (minelayer and aircraft AI for example which now work). Certain types aren't really used for combat AI such as Powerup, Torpedo, Bomber and perhaps APC, which have more specialized uses.
I have developed a 'smart scout' ODF by experimenting with AI parameters and in fact the VSR addon uses smart scout AI for scout AI on VSR deathmatches. I have somewhat documented what each parameter does by adding comments for it. Here is the ODF for it
It only contains parameters which affect AI. You could for example change the classlabel to "ivscout" and it would inherit non-ai properties from ivscout and you should have a fully workable 'smart scout' that doesnt use the physics-type changes introduced in VSR.
I have developed a 'smart scout' ODF by experimenting with AI parameters and in fact the VSR addon uses smart scout AI for scout AI on VSR deathmatches. I have somewhat documented what each parameter does by adding comments for it. Here is the ODF for it
Code: Select all
// VSR PROJECT
// Smart Scout 1.2 Variant
// AI is aggressive, links weapons, and has a large engageRange
[GameObjectClass]
classLabel = "ivscout_12vsr"
baseName = "ivscout"
infoName = "ivscoutvsr.inf"
// pilotConfig = "ispilo_vsr" // If blank, uses [if]spilo/[if]suser. Otherwise, pilot for craft
aiName = "MorphTankFriend"
aiName2 = "RocketTankEnemy"
weaponMask = 00111 // AI will link first 3 weapon hardpoints (if allowed by AI process)
VehicleSearchFilter = 2 // == 0(vehicles only), 1(pilots only) 2(vehicles+pilots+animals) 3(plants only), 4(buildings only)
[CraftClass]
/////// AI SETTINGS /////////////////
canHunt = 1
craftTeamIsPilotTeam = true // Allow AI to attack stolen ships immediately or bots to attack player right away instead of waiting for him to fire.
engageRange = 175 // 175
blastDist = 40 // Gets in close
attackTask = "ArcherAttack"
subAttackTask = "ArcherSubAttack"
subAttackClass = "ANN" // AA Ability
brAccelFactor = 0.45f; // 0.85f; // Determines velocity of strafe (enemy) before AI begins counter strafing maneuvers
strafeFactor = 1.4f; // 0.9f; // length of time that unit will strafe in a given direction
steerFactor = 1.05f; // How much steer to use when trying to acquire targets
omegaFactor = 0.5f; // Affects size of firing cone relative to target
velFactor = 0.3f; // Thruster burst length [in % of desired velocity]
alphaScale = 0.6 // Overcompensate left/right aim (0.3 is default?)
omegaScale = 0.8 // Accuracy for opponent strafing in single direction (~0.75 is perfect?).
steerScatter = 0.3 // Allowed steer inaccuracy
pitchScatter = 0.1 // Allowed pitch inaccuracy
TopSpeed = 50 // Set this over actual top speed for more aggressive forward AI movement
avoidSpeed = 32
[HoverCraftClass]
aiAccelDrag = 16 // Seems to affect AI strafing
[Lod1]
[Lod2]
Last edited by Zero Angel on Wed Apr 10, 2013 7:16 am, edited 1 time in total.
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- Zero Angel
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Re: ODF: Classes, command lines, and whatnot
Most AI processes will not support 'task entries' -- in fact i'm not even certain if the 'smart scout' AI that I posted above supports any or all of the task entries i'm using for it. I remember experimenting with these some time ago and ran into several dead-ends. If you can find out which of these task entries work and for what AI processes support then I would like to know about it since i'm very interested in improving BZ2 AI.k00kev2 wrote:AttackTask = "GechAttack" //Gech attack behavior, will scatter to avoid hitting friends
DefendTask = "AimFireAttack" //aims at its target and fires, but doesn't move
FollowTask = "WingmanBlastAttack" //start in attack mode, strafe and counterattack if damaged, jump if not able to hit, scatter to avoid hitting friends
Regulators
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But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
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Regulate any stealin' of this biometal pool, we're damn good, too
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Re: ODF: Classes, command lines, and whatnot
That thing looks mean.Zero Angel wrote: I have developed a 'smart scout' ODF by experimenting with AI parameters and in fact the VSR addon uses smart scout AI for scout AI on VSR deathmatches. Here is the ODF for itIt only contains parameters which affect AI. You could for example change the classlabel to "ivscout" and it would inherit non-ai properties from ivscout and you should have a fully workable 'smart scout' that doesnt use the physics-type changes introduced in VSR.Code: Select all
// VSR PROJECT // Smart Scout 1.2 Variant // AI is aggressive, links weapons, and has a large engageRange [GameObjectClass] classLabel = "ivscout_12vsr" baseName = "ivscout" infoName = "ivscoutvsr.inf" // pilotConfig = "ispilo_vsr" // If blank, uses [if]spilo/[if]suser. Otherwise, pilot for craft aiName = "MorphTankFriend" aiName2 = "RocketTankEnemy" weaponMask = 00111 // AI will link first 3 weapon hardpoints (if allowed by AI process) VehicleSearchFilter = 2 // == 0(vehicles only), 1(pilots only) 2(vehicles+pilots+animals) 3(plants only), 4(buildings only) [CraftClass] /////// AI SETTINGS ///////////////// canHunt = 1 craftTeamIsPilotTeam = true // Allow AI to attack stolen ships immediately or bots to attack player right away instead of waiting for him to fire. engageRange = 175 // 175 blastDist = 40 // Gets in close attackTask = "ArcherAttack" subAttackTask = "ArcherSubAttack" subAttackClass = "ANN" // AA Ability brAccelFactor = 0.45f; // 0.85f; // Determines velocity of strafe (enemy) before AI begins counter strafing maneuvers strafeFactor = 1.4f; // 0.9f; // length of time that unit will strafe in a given direction steerFactor = 1.05f; // How much steer to use when trying to acquire targets omegaFactor = 0.5f; // Affects size of firing cone relative to target velFactor = 0.3f; // Thruster burst length [in % of desired velocity] alphaScale = 0.6 // Overcompensate left/right aim (0.3 is default?) omegaScale = 0.8 // Accuracy for opponent strafing in single direction (~0.75 is perfect?). steerScatter = 0.3 // Allowed steer inaccuracy pitchScatter = 0.1 // Allowed pitch inaccuracy TopSpeed = 50 // Set this over actual top speed for more aggressive forward AI movement avoidSpeed = 32 [HoverCraftClass] aiAccelDrag = 16 // Seems to affect AI strafing [Lod1] [Lod2]
I always thought the scout squads to be pretty easy going characters, not headhunters...
Though that code alone has given me a lot more insight than anything else I've seen.
EDIT:
I figured as much - though I do see a difference and those are the only things I've added besidesZero Angel wrote: Most AI processes will not support 'task entries' -- in fact i'm not even certain if the 'smart scout' AI that I posted above supports any or all of the task entries i'm using for it. I remember experimenting with these some time ago and ran into several dead-ends. If you can find out which of these task entries work and for what AI processes support then I would like to know about it since i'm very interested in improving BZ2 AI.
BlastDist = 100.0
I've always been really interested in AI but have never really known the first thing about it.
Do we have a full list of AI names/commands/lines/whatevers?
RE-EDIT: AI Processes!
- Zero Angel
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Re: ODF: Classes, command lines, and whatnot
Or more like 'extremly hacky'. I once made an 'AA type' turret which was basically an archer that deployed very high into the air and fired a salvo of shots towards any airborne unit (or ground unit that happened to be in weapons range). Something like this would of course be hard for regular ground forces to take down unless they happened to have long-range weapons and could fire upwards (like a RT can). In fact I was once considering making a recycler upgrade that would add anti-air ability to 1.2 recyclers to shoot down attackers who were trying to hover bases down.bigbadbogie wrote:Dedicated AA emplacements are impossible, unless you are willing to put them under the ground... (I did explain this somewhere else...)
viewtopic.php?f=16&t=1225

I scrapped the idea though as good commanders could suitably fulfill an anti-air role by hovering up there to kill the attacker or by using shadowers.
Another hacky method to implement anti-air capability is to have a building that has an infinite-duration flaremine tapped to it. The flaremine would basically fire a continuous stream of poppers into the air that would seek out targets that are airborne.
To my knowledge though, there is no AI type that prioritizes actual airborne targets.
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Re: ODF: Classes, command lines, and whatnot
[quote="Zero Angel"
[/quote]
Questions:
=1=WeaponMask = 00111
Is that always 5 digits? Or is it one digit per-hardpoint? What do the 0's and 1's mean?
I'm assuming, with your description, that this has to do with weapon linking (Which I've
always wanted my AI units to do) but I don't quite understand it.
=2=canHunt = 1
Is there a 2 setting as opposed to 0=false 1=true?
Like, is it a {ANS} type thing? Or an On/Off function?
=3=// pilotConfig = "ispilo_vsr" // If blank, uses [if]spilo/[if]suser. Otherwise, pilot for craft
What is this?
=4=VehicleSearchFilter = 2 // == 0(vehicles only), 1(pilots only) 2(vehicles+pilots+animals) 3(plants only), 4(buildings only)
This will come in handy.
I'm assuming that 3 is for animals?
=5a=aiName = "MorphTankFriend"
=5b=aiName2 = "RocketTankEnemy"
aiName is AI setting for ally, whereas aiName2 is the AI settings for an enemy ship?
As in - is only one active at a time? (-depending on whether or not said unit is friendly or not?)
Code: Select all
// VSR PROJECT
// Smart Scout 1.2 Variant
// AI is aggressive, links weapons, and has a large engageRange
[GameObjectClass]
classLabel = "ivscout_12vsr"
baseName = "ivscout"
infoName = "ivscoutvsr.inf"
// pilotConfig = "ispilo_vsr" // If blank, uses [if]spilo/[if]suser. Otherwise, pilot for craft
aiName = "MorphTankFriend"
aiName2 = "RocketTankEnemy"
weaponMask = 00111 // AI will link first 3 weapon hardpoints (if allowed by AI process)
VehicleSearchFilter = 2 // == 0(vehicles only), 1(pilots only) 2(vehicles+pilots+animals) 3(plants only), 4(buildings only)
[CraftClass]
/////// AI SETTINGS /////////////////
canHunt = 1
craftTeamIsPilotTeam = true // Allow AI to attack stolen ships immediately or bots to attack player right away instead of waiting for him to fire.
engageRange = 175 // 175
blastDist = 40 // Gets in close
attackTask = "ArcherAttack"
subAttackTask = "ArcherSubAttack"
subAttackClass = "ANN" // AA Ability
brAccelFactor = 0.45f; // 0.85f; // Determines velocity of strafe (enemy) before AI begins counter strafing maneuvers
strafeFactor = 1.4f; // 0.9f; // length of time that unit will strafe in a given direction
steerFactor = 1.05f; // How much steer to use when trying to acquire targets
omegaFactor = 0.5f; // Affects size of firing cone relative to target
velFactor = 0.3f; // Thruster burst length [in % of desired velocity]
alphaScale = 0.6 // Overcompensate left/right aim (0.3 is default?)
omegaScale = 0.8 // Accuracy for opponent strafing in single direction (~0.75 is perfect?).
steerScatter = 0.3 // Allowed steer inaccuracy
pitchScatter = 0.1 // Allowed pitch inaccuracy
TopSpeed = 50 // Set this over actual top speed for more aggressive forward AI movement
avoidSpeed = 32
[HoverCraftClass]
aiAccelDrag = 16 // Seems to affect AI strafing
[Lod1]
[Lod2]Questions:
=1=WeaponMask = 00111
Is that always 5 digits? Or is it one digit per-hardpoint? What do the 0's and 1's mean?
I'm assuming, with your description, that this has to do with weapon linking (Which I've
always wanted my AI units to do) but I don't quite understand it.
=2=canHunt = 1
Is there a 2 setting as opposed to 0=false 1=true?
Like, is it a {ANS} type thing? Or an On/Off function?
=3=// pilotConfig = "ispilo_vsr" // If blank, uses [if]spilo/[if]suser. Otherwise, pilot for craft
What is this?
=4=VehicleSearchFilter = 2 // == 0(vehicles only), 1(pilots only) 2(vehicles+pilots+animals) 3(plants only), 4(buildings only)
This will come in handy.
I'm assuming that 3 is for animals?
=5a=aiName = "MorphTankFriend"
=5b=aiName2 = "RocketTankEnemy"
aiName is AI setting for ally, whereas aiName2 is the AI settings for an enemy ship?
As in - is only one active at a time? (-depending on whether or not said unit is friendly or not?)
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Re: ODF: Classes, command lines, and whatnot
It controls what weapon hardpoints that the AI uses (so yes, weapon linking). 1 is enabled, 0 is disabled. And it's in reverse order. So that last number controls the first hard point, second-last number controls the second hardpoint etc. The above setting will use the first 3 weapons hard points on the scout (minigun and fafs). Only a handful of AI types support weaponmask, including RocketTankFriend/Enemy, MorphTankFriend/Enemy, GunTowerFriend/Enemy, etc=1=WeaponMask = 00111
Is that always 5 digits? Or is it one digit per-hardpoint? What do the 0's and 1's mean?
I'm assuming, with your description, that this has to do with weapon linking (Which I've
always wanted my AI units to do) but I don't quite understand it.
On/Off. It allows player controlled units to use the 'hunt' command. The hunt command can be controlled by the mission DLL, but by default causes the unit to drive to the center of the map looking for targets, and then back to its original location.=2=canHunt = 1
Is there a 2 setting as opposed to 0=false 1=true?
Like, is it a {ANS} type thing? Or an On/Off function?
It allows the unit to eject a custom pilot. My original plan was to have player ships eject a custom pilot that used a jetpack with a much faster deploy animation (so it would boost the user up nearly instantaneously, just like it did in BZ2 1.2 and earlier). There were however problems with this that caused resyncs whenever a player died so I scrapped the idea and commented the line out.=3=// pilotConfig = "ispilo_vsr" // If blank, uses [if]spilo/[if]suser. Otherwise, pilot for craft
What is this?
Havent the '3' setting. In the comments it says 'plants only', so I assume it will attack tree and grass props that use the 'plant' classlabel.=4=VehicleSearchFilter = 2 // == 0(vehicles only), 1(pilots only) 2(vehicles+pilots+animals) 3(plants only), 4(buildings only)
This will come in handy.
I'm assuming that 3 is for animals?
Basically yes. It's hard to seperate what aiName and aiName2 do, but I gather that aiName has to do with how it behaves when given orders directly and aiName2 controls how it will behave automatically when not given orders. RocketTank and MorphTank AI are very similar to each other but handle movement and evasion slightly differently. RocketTankFriend/Enemy is more pro-active when it comes to evading attacks but morphTank AI is more accurate and less likely to have its aiming become 'stuck' (where it looks in the general direction of the target to try to aim at it but never aims directly at the target so doesnt fire its weapons)=5a=aiName = "MorphTankFriend"
=5b=aiName2 = "RocketTankEnemy"
aiName is AI setting for ally, whereas aiName2 is the AI settings for an enemy ship?
As in - is only one active at a time? (-depending on whether or not said unit is friendly or not?)
Regulators
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Re: ODF: Classes, command lines, and whatnot
What do you think is the best way of testing the AI processes?
Should I just throw in the different processes into "aiName =" and see what happens?
Or are some too specific to be used under the aiName?
Also, this is what it kept telling me when I told my units to hold:
EDIT:
Are 'True' and 'False' interchangeable with '1' and '0'?
Something tells me it isn't...
EDIT EDIT:
Reading through this odf list:
Wanted to know if anyone could elaborate more on SpecialTask and UnitTask
Should I just throw in the different processes into "aiName =" and see what happens?
Or are some too specific to be used under the aiName?
Also, this is what it kept telling me when I told my units to hold:
Code: Select all
]SetPlan (Stock13_fi3.aip, 5)
Planner Error: Missing path-point hold3 in HOLD plan
Planner Error: Missing path-point hold4 in HOLD planEDIT:
Are 'True' and 'False' interchangeable with '1' and '0'?
Something tells me it isn't...
EDIT EDIT:
Reading through this odf list:
Code: Select all
AttackTask - AI task used for when the player tells an AI unit to attack.
DefendTask - AI task for when unit is in defense mode. (When Enemy AI aproches it instead of it approaching the enemy. GTs use this most of course)
WaitTask - AI task used when unit is just sitting there.
FollowTask - AI task used to follow units.
SpecialTask - AI task for when it does something...special.
UnitTask - AI task for....???
SubAttackTask - Secondary AI Attack Task.
SubAttackClass - Class for which the AI is told when to execute these Tasks. uses 3 letters. The first letter can be N or A. N is attack ground only, A is include Air. 2nd letter is either N or D. N for regular attack and D for being deployed before attacking. 3rd letter is either N or S. N is use the engage range to attack and S is to use Weapon Range. - Zero Angel
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Re: ODF: Classes, command lines, and whatnot
That's what I basically did. Some aiNames crashed the game, some didnt appear to do anything.k00kev2 wrote:What do you think is the best way of testing the AI processes?
Should I just throw in the different processes into "aiName =" and see what happens?
Or are some too specific to be used under the aiName?
Never seen that happen before. In fact that shouldnt logically happen. What I would try doing is to add those path points into the map and see what the result is.Also, this is what it kept telling me when I told my units to hold:Code: Select all
]SetPlan (Stock13_fi3.aip, 5) Planner Error: Missing path-point hold3 in HOLD plan Planner Error: Missing path-point hold4 in HOLD plan
To my knowledge it likely is. I always use true and false because I know they work.EDIT:
Are 'True' and 'False' interchangeable with '1' and '0'?
Something tells me it isn't...
Oh man, good luck with that. I haven't had much luck tweaking those things or even know much about it.EDIT EDIT:
Reading through this odf list:Wanted to know if anyone could elaborate more on SpecialTask and UnitTaskCode: Select all
AttackTask - AI task used for when the player tells an AI unit to attack. DefendTask - AI task for when unit is in defense mode. (When Enemy AI aproches it instead of it approaching the enemy. GTs use this most of course) WaitTask - AI task used when unit is just sitting there. FollowTask - AI task used to follow units. SpecialTask - AI task for when it does something...special. UnitTask - AI task for....??? SubAttackTask - Secondary AI Attack Task. SubAttackClass - Class for which the AI is told when to execute these Tasks. uses 3 letters. The first letter can be N or A. N is attack ground only, A is include Air. 2nd letter is either N or D. N for regular attack and D for being deployed before attacking. 3rd letter is either N or S. N is use the engage range to attack and S is to use Weapon Range.
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep