Hard Light Productions Forums
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
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Adds this stuff:
asteroid.tbl
;;...
$Max Speed:
$Damage type:
$Expl inner rad:
;;...
ships.tbl
;;...
$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
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So, that's ship-specific damage spews, if I read that correctly ?
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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).
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I was practically unable to run this build with scripting.. any ideas?
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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.
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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.
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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.
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Wait - do these flags mean we can define particles to spew along (more or less) a single plane?
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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:
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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
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Build a new mission with only those basic orders and see if the same thing happens.
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Also there is the minor detail that accuracy values should be between 0 and 1, not between 0 and 100..
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Well, I'll try both things
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Yup...it was the AI table... That fixes that...
However, the FRED charsh is still tehre..Damn those arrival cues!
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What happens when you try it with just one wing in the mission?
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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.