Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Sandwich on January 14, 2003, 08:03:04 am
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http://www.3dap.com/hlp/staff/sandwich/vbb/ubb/forum6/html/000792.html
You can see the 4 pages, but you can't do anything else, so don't come kvetching about no broken links. :rolleyes:
I might as well put up all I have archived... get it all here (http://www.3dap.com/hlp/staff/sandwich/vbb/vbb.volition-inc.com.ace), in ACE (WinAce) format (495kb).
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W00t. Old colours bring back memories :D.
This should be required reading for any prospective FRED contest entrants.
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Yayyy! The Thread! This was probably the best thread ever to grace the VBB.
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I was planning to add a lot of this stuff to my FAQ but now I can take a little more time over it :)
Well done sandwich :yes:
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For general knowledge, there's a lot more than that one thread in the ACE archive... as a matter of fact, it is in ACE format and not ZIP because the ZIP came out to be 1.5MB. :eek2: ;7
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It even has the first page of Kazan's "Hey Dave Baranec" thread. How I laughed :)
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And to add to the tradition, I offer:
Originally posted by Sesquipedalian
Originally posted by CP5670
I don't know if this has been already stated; if so, just ignore this post. :D This is not exactly a sexp, but rather an option in the ship properties window. What I had in mind was to put in something that lets one edit the initial hit points of the ship. For example, I sometimes find that a certain ship is too strong or too weak for a certain situation gameplay-wise and have to adjust other mission parameters accordingly to balance things out. In the worst cases when nothing else would do, I have ended up making a duplicate entry of the ship in ships.tbl with all the same stats except with different hit points, which is obviously quite cumbersome and just eats up valuable space in the table. So this new setting would allow a ship to have a custom hit point value (just like default weapons and explosions for a particular ship can be overridden in the weapons and special explosion editors, so can hit points). The strength percentage and all other values dependent on the hit points would use the new hit point specification instead of the default one in the table. This would only apply for that particular ship of course, and not all ships of the same class within the mission.
That is doable now using variables, CP. For simplicity's sake, let's say you want to give a ship twice as many hitpoints as usual. Set up an event like this:
Hitpoint addition: (repeat count 99)
- when
-- <
--- hits-left
---- Ship01
--- -
---- hitpoint_increaser(100)
---- 1
-- repair-subsystem
--- Ship01
--- Hull
--- /
---- -
----- hitpoint_increaser(100)
----- hits-left
------ Ship01
---- 2 *
-- modify-variable
--- hitpoint_increaser(100)
--- -
---- hitpoint_increaser(100)
---- 1
The value marked with asterisk indicates the one to fiddle with for changing the percentage by which you are increasing the hitpoints of the ship. It is 2 in this example because we wanted twice as many. Use 3/2 for 150%, etc. Changing the initial value of hitpoint_increaser() will determine at what hitpoint percentage the enhancer kicks in. The hitpoint_increaser()-1 bit is to ensure that, since we will be dividing and the percentages only use integersin FS2, the hitpoints will fall to 98% in this case before being bumped back up. Otherwise, the hitpoints could fall to 99% and get increased theoretically to 99.5%, but then rounded up to 100%.
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Bwah, I already had it. :p
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Nostalgia is A-1 Supar!!!!1
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Damn right. But not those TV nostalgia shows, "I Luv Last Month" and such.