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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on May 28, 2007, 03:46:35 pm

Title: C05282007 (stable branch)
Post by: WMCoolmon on May 28, 2007, 03:46:35 pm
Adds this stuff:

asteroid.tbl
Code: [Select]
;;...
$Max Speed:
$Damage type:
$Expl inner rad:
;;...

ships.tbl
Code: [Select]
;;...
$Show Damage:
$Impact:
   +Damage Type:
$Impact Spew:
$Damage Spew:
$Debris:
   ;;...
   +Damage Type:

Also, it should fix beams not being applied to armor.tbl.

http://fs2source.warpcore.org/exes/latest/C05282007s.zip
Title: Re: C05282007
Post by: Col. Fishguts on June 05, 2007, 03:03:22 am
So, that's ship-specific damage spews, if I read that correctly ?
Title: Re: C05282007
Post by: WMCoolmon on June 05, 2007, 04:44:15 pm
Yes. Both Damage and Impact spew are particle emitters, which means they support the following fields in the unstable branch:

+Texture: Texture for each particle
+Relative Position: Position relative to the ship's (Vector)
+Relative Velocity: Velocity relative to the ship's (Vector)
+Relative Normal: Normal relative to the ship's (Vector)
+Normal Variance: How closely particles stick to the normal's. From 0.0-1.0 IIRC
+Min Radius: Smallest particle size (Actual size is randomly chosen between minimum and maximum)
+Max Radius: Largest particle size, ditto.
+Min Speed: Same as radius, but with speed
+Max Speed: Same as radius, but with speed
+Min Lifetime: How long particles last (in seconds), shortest randomized time
+Max Lifetime: How long particles last (in seconds), longest randomized time
+Min Particles: Controls the frequency of particle emission by particle emitter, lower value
+Max Particles: Controls the frequency of particle emission by particle emitter, highest value

Apparently this isn't in the wiki and it isn't common knowledge. :doubt: I added it a long time ago, in response to a feature request (By DaBrain, IIRC).
Title: Re: C05282007
Post by: Wanderer on June 06, 2007, 03:04:42 am
I was practically unable to run this build with scripting.. any ideas?
Title: Re: C05282007
Post by: WMCoolmon on June 06, 2007, 03:35:53 am
I was practically unable to run this build with scripting.. any ideas?

Sorry, this build is based on the stable branch. I thought I mentioned that in the earlier post but apparently did not.

I applied the changes to my copy of the unstable branch at the same time, so they will be in the next build I release.
Title: Re: C05282007
Post by: DaBrain on June 10, 2007, 05:58:27 pm
I added it a long time ago, in response to a feature request (By DaBrain, IIRC).

I know a mod that badly needed that feature. ;)

And I think you know what we needed it for.
Title: Re: C05282007 (stable branch)
Post by: WMCoolmon on June 11, 2007, 04:59:56 am
Yeah I suppose, I do. I don't know why it took so much brain searching to remember that. Oh well, as long as it gets used, I'm happy.
Title: Re: C05282007 (stable branch)
Post by: Black Wolf on July 11, 2007, 05:11:00 am
Wait - do these flags mean we can define particles to spew along (more or less) a single plane?
Title: Re: C05282007 (stable branch)
Post by: TrashMan on August 02, 2007, 05:07:13 am
Everytihng in this build works fine for mne except one thing in FRED. ..trying ot set the arrivan clue for a ship/wing allways ends up with a chrash :sigh:
Title: Re: C05282007 (stable branch)
Post by: TrashMan on August 02, 2007, 09:30:08 am
I take that BACK...AI seems to have gone on the fritz.

I order my wingman to gaurd a AWACS in an asteroid field and they go fyling off to infinity and beyon..WAAAY away from the ships they're supposed to protect..and it's pummeld by asteroids..
Then I ordered them to cover me..same behavior

Then I order them to attack a pirate wing..and all they do is fly around in circles, just like the pirates!!!!

FYI - this is my AI table:


#AI Classes

;$accuracy:      0..100   how accurately this ship fires its lasers
;$evasion:      0..100   how effective this ship is at evading
;$courage:      0..100   how likely to chance danger to accomplish goal
;$patience:      0..100   how willing to wait for advantage before pursuing goal

;            trainee   rookie   hotshot   ace      insane

$Name:         Coward
$accuracy:      40      40      40      40      40
$evasion:      40,      50,      60,      80,      100
$courage:      20,      20,      20,      20,      50
$patience:      40,      50,      60,      80,      100

$Name:         None
$accuracy:      0,      0,      0,      0,      0
$evasion:      0,      0,      0,      0,      0
$courage:      0,      0,      0,      0,      0
$patience:      0,      0,      0,      0,      0

$Name:         Lieutenant
$accuracy:      40      40      40      40      30
$evasion:      40,      40,      40,      40,      30
$courage:      40,      40,      40,      40,      30
$patience:      40,      40,      40,      40,      30

$Name:         Captain
$accuracy:      50      50      50      50      40
$evasion:      50,      50,      50,      50,      40
$courage:      50,      50,      50,      50,      40
$patience:      50,      50,      50,      50,      40

$Name:         Major
$accuracy:      60      60      60      60      50
$evasion:      60,      60,      60,      60,      50
$courage:      60,      60,      60,      60,      50
$patience:      60,      60,      60,      60,      50

$Name:         Colonel
$accuracy:      70      70      70      70      60
$evasion:      70,      70,      70,      70,      60
$courage:      70,      70,      70,      70,      60
$patience:      70,      70,      70,      70,      60

$Name:         General
$accuracy:      80      80      80      80      70
$evasion:      80,      80,      80,      80,      70
$courage:      80,      80,      80,      80,      70
$patience:      80,      80,      80,      80,      70

$Name:         Elite
$accuracy:      95      92      90      90      80
$evasion:      95,      92,      90,      90,      80
$courage:      95,      92,      90,      90,      80
$patience:      95,      92,      90,      90,      80

$Name:         SOC
$accuracy:      100      100      100      100      90
$evasion:      100,      100,      100,      100,      90
$courage:      95,      95,      95,      95,      90
$patience:      100,      100,      100,      100,      90

$Name:         Enemy Elite
$accuracy:      50      80      85      90      99
$evasion:      50,      80,      85,      90,      99
$courage:      50,      80,      85,      90,      99
$patience:      50,      80,      85,      90,      99

$Name:         Enemy Average
$accuracy:      30      40      50      60      70
$evasion:      30,      40,      50,      60,      70
$courage:      30,      40,      50,      60,      70
$patience:      30,      40,      50,      60,      70

$Name:         Shivan Basic
$accuracy:      20      30      40      70      80
$evasion:      20,      30,      40,      70,      80
$courage:      20,      30,      40,      70,      80
$patience:      20,      30,      40,      70,      80

#End
Title: Re: C05282007 (stable branch)
Post by: karajorma on August 02, 2007, 02:52:24 pm
Build a new mission with only those basic orders and see if the same thing happens.
Title: Re: C05282007 (stable branch)
Post by: Wanderer on August 02, 2007, 02:59:50 pm
Also there is the minor detail that accuracy values should be between 0 and 1, not between 0 and 100..
Title: Re: C05282007 (stable branch)
Post by: TrashMan on August 02, 2007, 04:49:01 pm
Well, I'll try both things
Title: Re: C05282007 (stable branch)
Post by: TrashMan on August 03, 2007, 04:44:58 am
Yup...it was the AI table... That fixes that...

However, the FRED charsh is still tehre..Damn those arrival cues!
Title: Re: C05282007 (stable branch)
Post by: karajorma on August 03, 2007, 02:56:35 pm
What happens when you try it with just one wing in the mission?
Title: Re: C05282007 (stable branch)
Post by: TrashMan on August 04, 2007, 04:38:47 am
It chrashes (actually it tries to debug with VS 2005 and then chrashes) as soon as I click on Arival Cues...on any ship or any wing.