BATTLEZONE COMMUNITY FORUMS

Battlezone I & II Download, Gaming & Development
It is currently April 23rd, 2017, 11:37 am

All times are UTC - 6 hours




Post new topic Reply to topic  [ 26 posts ]  Go to page 1, 2, 3  Next
Author Message
 Post subject: What does morphing do?
PostPosted: March 4th, 2017, 2:45 pm 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 336
Apart from interesting sound, bizarre stealth visuals and generally being cool because apparently useless, the morphing actually does seem to serve a purpose. It changes the setup of the ship, as I recognized testing a Sentry Scion unit in a deathmatch map "Figure Eight". One form seems to be faster, more compact in size but carrying also lighter weaponry, second form slower, wider but also better armed. What about though if instead of the regular Ion Cannon mark one or two, the ship is armed with Chaingun or Pummel? Does morphing make a beneficial difference, then, to embrace the bulkier shape, though the weapon remains the same?


Top
 Profile  
 
PostPosted: March 4th, 2017, 3:23 pm 
User avatar
Offline

Joined: October 19th, 2005, 9:09 am
Posts: 132
Chaingun and pummel are isdf weapons.
When morphed the ship uses the assault version of weapons otherwise the combat version.
It does not completely change weapons.


Top
 Profile  
 
PostPosted: March 4th, 2017, 3:43 pm 
User avatar
Moderator
Offline

Joined: November 28th, 2010, 4:03 am
Posts: 1954
Location: Stafford, UK
Morphed versions of units usually have slightly different handling and sometimes slightly different health and armour levels and regeneration rates. Guns, cannons and rockets all have a "combat" and "assault" version of the weapon; morphing also usually switches which versions of these weapons a unit uses. Combat weapons are designed for dogfighting and are typically high-rate-of-fire, low-damage-per-shot. Assault weapons are designed for hitting larger, slower targets (like buildings and heavy units) and typically have a lower rate of fire and deal more damage per shot.

_________________
Image
The Battlezone Wiki needs your help!


Top
 Profile  
 
PostPosted: March 5th, 2017, 2:02 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 336
Thanks Ded10c. Ion Cannon would then be a combat weapon, while Ion Cannon mark two, an assault one. These are the default guns on Sentry.

mase wrote:
Chaingun and pummel are isdf weapons.

Yes, but mind I was testing it on a deathmatch map where these were present from a collectable gun stock.


Top
 Profile  
 
PostPosted: March 5th, 2017, 4:37 am 
User avatar
Offline

Joined: October 19th, 2005, 9:09 am
Posts: 132
The isdf weapons have assault/combat versions too.


Top
 Profile  
 
PostPosted: March 6th, 2017, 7:15 am 
User avatar
Moderator
Offline

Joined: May 26th, 2009, 1:51 pm
Posts: 805
mase wrote:
The isdf weapons have assault/combat versions too.


It's also important to remember that ISDF not currently use the morph class by default so they don't use combat and assault weapons :-q like the Scion's do.

_________________
BZII Modeling tutorials for model making igits like you?


Top
 Profile  
 
PostPosted: March 6th, 2017, 7:33 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 336
Quote:
It's also important to remember that ISDF not currently use the morph class by default so they don't use combat and assault weapons :-q like the Scion's do.

Scions are technologically more sophisticated, then, since ISDF weapons are probably combat only mode?


Top
 Profile  
 
PostPosted: March 6th, 2017, 6:45 pm 
User avatar
Moderator
Offline

Joined: November 28th, 2010, 4:03 am
Posts: 1954
Location: Stafford, UK
Darkon wrote:
Quote:
It's also important to remember that ISDF not currently use the morph class by default so they don't use combat and assault weapons :-q like the Scion's do.

Scions are technologically more sophisticated, then, since ISDF weapons are probably combat only mode?


Depends on the unit. The Rattler has assault gun hardpoints, the Bulldog an assault cannon, and the Griffin has both assault and combat rockets.

_________________
Image
The Battlezone Wiki needs your help!


Top
 Profile  
 
PostPosted: March 7th, 2017, 2:34 am 
User avatar
Moderator
Offline

Joined: May 26th, 2009, 1:51 pm
Posts: 805
The ISDF lack compared to the Scions. I've yet to see a scout use it's rockets even though it's equipped with them. The rocket tank seems to be one of the only units to actually use both combat and assault weapons.

Question, would changing the rocket hp from 0 to 1 force it to use it's rockets?

_________________
BZII Modeling tutorials for model making igits like you?


Last edited by Edgrr on March 7th, 2017, 2:39 am, edited 1 time in total.

Top
 Profile  
 
PostPosted: March 7th, 2017, 2:38 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 336
Quote:
The ISDF lack compared to the Scions. I've yet to see a scout use it's rockets even though it's equipped with them.

One can usually combine weapons, the FAFs give an advantage of homing automatically, thus focusing on miniguns fire lead and dodging can become a priority in dogfight. Otherwise with missles that demand to take a stable aim and lock on the enemy before release.


Top
 Profile  
 
PostPosted: March 7th, 2017, 8:34 am 
User avatar
Moderator
Offline

Joined: November 28th, 2010, 4:03 am
Posts: 1954
Location: Stafford, UK
Edgrr wrote:
The ISDF lack compared to the Scions. I've yet to see a scout use it's rockets even though it's equipped with them. The rocket tank seems to be one of the only units to actually use both combat and assault weapons.

Question, would changing the rocket hp from 0 to 1 force it to use it's rockets?


This is only partially an artefact of the WeaponMask. That's a binary control with each digit representing a single weapon entry, so it works from right-to-left. The problem is that not all classlabels and AI types will take advantage of this, and since there's very little documentation on which classes and behaviours do what you'd mostly have to figure that out by trial and error. That said game development is built in informed trial and error, so that's nothing new.



Whether a weapon is used in its assault or combat form is controlled by the weaponName and weaponAssault flags. Here's a snippet from fvscout:
Code:
weaponHard1 = "HP_CANNON_1"
weaponName1 = "gsplasma_c"
weaponAssault1 = 0

weaponName defines the weapon the unit comes with by default. gsplasma_c is the Scion Plasma Cannon, gsplasma_a is Plasma Stream. weaponAssault takes over when the weapon changes; if you pick up a weapon crate where weaponAssault is true, then you'll get the assault form regardless of what form the starting weaponName gave you. weaponName can even override weapon classes too; using this you can outfit vehicles with a cannon in a rocket hardpoint if you really want to.

When you're using the morphtank class, morphing will automatically invert the weaponAssault flag for all of the equipped weapons from the one defined in the ODF. As a result it's perfectly possible to make a morphtank that has some weapons switch one way and some that switch another. In the Warrior's case that'd be this:
Code:
weaponHard1 = "HP_CANNON_3"
weaponName1 = "gsplasma_c"
weaponAssault1 = 0

weaponHard2 = "HP_GUN_1"
weaponName2 = "giongn_a"
weaponAssault2 = 1

weaponHard3 = "HP_GUN_2"
weaponName3 = "giongn_a"
weaponAssault3 = 1


If you morph a warrior with these weapons instead of the stock ones, your cannon will switch to its assault form but your guns will switch to their combat form.

Things get really interesting when you start using weaponAssault on weapons that don't normally have an assault form, like mortars and specials. This is used on a bunch of Hadean units to stop them picking up weapon crates; take a look at the Atlas variant to see what I mean. It's possible to create mortars and specials that have both forms, but stock ones only have combat forms and the Atlas only has an assault hardpoint, which means it can't pick up any crates.

The Lotus does something similar, equipping an assault rocket on an assault mortar hardpoint. That means the Zeus can pick up the Zombie Rocket from a crate and use both forms from its rocket hardpoints, but the Locust is locked to its assault form because it can't pick up any mortar crates.

_________________
Image
The Battlezone Wiki needs your help!


Top
 Profile  
 
PostPosted: March 7th, 2017, 10:50 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 336
ded10c wrote:
This is used on a bunch of Hadean units

What are Hadean units?


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 26 posts ]  Go to page 1, 2, 3  Next

All times are UTC - 6 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron


PLEASE SUPPORT US BY MAKING A DONATION TO BZ2MAPS.US!

ALL DONATIONS WILL GO DIRECTLY TOWARD HOSTING AND SUPPORT COSTS OF BZ2MAPS.US ~ THANK YOU!

Powered by phpBB® Forum Software © phpBB Group
Copyright © 2011 BZ2MAPS.US