Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on September 19, 2008, 05:44:01 am
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I've been checking it out and I gotta ask to be sure...now, I got's a armor entry like this:
#Armor Type
$Name: Ultra_Heavy
$Damage Type: Laser
+Calculation: Multiplicative
+Value: 0.75
$Damage Type: Kinetic
+Calculation: Multiplicative
+Value: 0.75
$Damage Type: Beam
+Calculation: Multiplicative
+Value: 0.6
$Damage Type: Plasma
+Calculation: Multiplicative
+Value: 0.75
$Damage Type: Meson
+Calculation: Multiplicative
+Value: 0.75
$Damage Type: Explosive
+Calculation: Multiplicative
+Value: 0.75
$Damage Type: Heavy_Explosive
+Calculation: Multiplicative
+Value: 0.9
#End
You basicely can have 4 situations when a weapon hits a ship:
- armor type and damage type defined
- armor type defined, damage type not defined (not mentioned in the armor type used on a ship or weapon doesn't have a damage type)
- armor type not defined, damage type defeined
- both armor type and damage type not defined
If I got this right, in the last 3 situations the damage done will always be100% - since hte game will just ignore things that are not defined..right?
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Both armor type and damage type (as well as their possible interaction in armor.tbl) has to be defined for the armor.tbl to have effect.
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What I'm asking is, if it's NOT defined, will the weapon do any damage? Will he game crash? Will it ignore armor/weapon type and jsut do normal damage?
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$Damage Type: Plasma
+Calculation: Multiplicative
+Value: 0.75
$Damage Type: Meson
+Calculation: Multiplicative
+Value: 0.75
How do you make it work, by adding the "Plasma" or "Meson" flag to a weapon's entry? What options other than Multiplicative can you use?
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http://www.hard-light.net/wiki/index.php/Armor.tbl
Another related stuff...
http://www.hard-light.net/wiki/index.php/Weapons.tbl - $Damage Type:, $Shockwave Damage Type:
http://www.hard-light.net/wiki/index.php/Ships.tbl - $Armor Type:
http://www.hard-light.net/wiki/index.php/Subsystems - $Armor Type:
If the armor/damage pair does not exists (or if either one is missing) game uses the normal behavior.
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Thanks, very useful :)
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If th' armor/damage pair does not exists (or if either one is missin') game uses th' normal behavior.
Thanks. That's all I wanted to know.
This makes the table making job much easier, since there are weapons I want to do full damage to all armor types, and just not mentioning them at all does the same job as mentioning them everywhere and putting 1.0....ergo, faster ;)
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The Wiki page is exhaustive. I couldn't imagine such a wonderful use of Armor.tbl and damage type. It allows people to come out with original ideas, like weapons specificately designed to inflict serious damage to ships using a special technology...
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Well it allows for even more.. For example if you create untargetable (or even targetable) subsystems to the ship you can then use the subsystem armor type to generate weak points to the hull. Of course that requires some additional knowledge as if the subsystem is at zero hp then armor wont work... But it is doable and it works.
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Subsystem armor type? Interesting...thanks for the additional info... :yes: