Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Raven2001 on October 13, 2012, 12:55:13 pm
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More table questions... For some reason, I'm not being able to make armor types work the way I want them to.
The goal is to have a missile that only damages bombs, and a bomb that has a shockwave that destroys subsystems, but doesn't damage anything else.
So I started by defining 2 new armor types:
#Armor Type
$Name: Subsystem
;;default Subsystem Armor
$Damage Type: anti bomb
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: disruption
+Calculation: Multiplicative
+Value: 1.0
$Name: Default
;;default FS Armor
$Damage Type: anti bomb
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: disruption
+Calculation: Multiplicative
+Value: 0.0
#End
So next, I gave every ship the Armor Type: Default, every Subsystem the Armor Type: Subsystem. On the anti-bomb missile I gave it damage type: anti bomb. And of course on the area disruptor bomb, gave it damage type: disruption (did the same to its shockwave, with high damage).
Now here's the thing... it isn't working at all. I can kill a shieldless Ulysses (has armor type: Default) with the anti-bomb missile. Also the shockwave of that area of effect disruptor doesn't do a thing.
I even did a test, by giving the Maxim damage type: disruption, and shot an Aeolus with it... does full damage.
Can anyone tell what's wrong here? Besides my ineptitude at tabling of course. :P
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try running a debug build and see if it throws any errors.
*edit*
after looking at the unnecessarily elaborate nukemod armor table. looks like you need to encase every armor type in #armor type/#end tags like this:
#Armor Type
$Name: Subsystem
;;default Subsystem Armor
$Damage Type: anti bomb
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: disruption
+Calculation: Multiplicative
+Value: 1.0
#end
#Armor Type
$Name: Default
;;default FS Armor
$Damage Type: anti bomb
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: disruption
+Calculation: Multiplicative
+Value: 0.0
#End
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Thanks Nuke :)
I did run a debug build: no errors. By the way I tried this on the latest Nightly, on RC6 and on RC8. All the same.
I also just tried your table sample as well. No difference: I can still damage the Aeolus with the Maxim, and can destroy the Ulysses with the anti bomb missile.
We're all clueless on why it isn't working, on the BWO internal.
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Looking at Dimensional Eclipse's armor.tbl, you don't need to encase them in #armor type and #end.
Maybe try https://dl.dropbox.com/u/126554/FS2/BuildsDesu/fs2_open_3_6_13r_INF_SSE2%5BLQ9224%5D.exe
this build, which is trunk r9224
As the RCs don't have nuke's armor.tbl upgrade (which is in trunk). Changes shouldn't affect multiplicative but who knows...
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i should point out that my code didnt make the 3.6.14 rc phase though it is in trunk (this caused some confusion awhile back so i edited the wiki entries for my new features to indicate that they wont be in till 3.6.15). so if you are using any release candidate, my stuff shouldn't be in there (on the other hand it should be in recent nighties). id actually advise getting it working on the release candidate so we can eliminate my code as a source of the problem. your table entries dont seem to use any of the new features anyway.
couple things you might try. get rid of the space in anti bomb, might be throwing off the parser (this shouldn't happen but you never know, if it does its a bug).
also check that the case is the same everywhere you have an armor or damage type (again this shouldn't happen).
try adding a default damage type and use it on all weapons that do not use the two damage types that you defined in your table, just multiply by 1 so it doesn't do anything:
$Damage Type: default
+Calculation: Multiplicative
+Value: 1.0
looking at the code it doesnt seem like the positioning of #armor type/#end tags matters. you can do things either way. so im still scratching my head
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Ok, tried Nuke's suggestions, using the build Droid recommended.
Still no change :\
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Hmmm, here's a thought: is it somewhat possible that the mediaVP's table information (armor types and damage types specifically) are conflicting with my changes? (secondarylist = mediavps_3612; I'm not using modular tables)
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try changing the name of the armor types then maybe?
Like not Default but BWO_Default?
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could be an xmt clash. i think the media vps are full of modular tables, but i didnt think they would use armor tables in favor of retail-ish gameplay. but you could check. you might also try using modular tables at least for your armor settings.
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They do use armor.tbl because of piercing damage effects.
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The thing is, in the media vps, all fighters have, for instance, Armor Type: Light Armor. If I set the armor type on my tables as "BWO_Default", which one will FS take precedence to?
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Yours, since your mod data should take precedence over the MVPs. If it does not, it is a bug and you should mantis it.
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But for instance, on my mod's tables, I have entries for all the retail weapons, using the old retail effects... However, in game, they display the mediavps effects.
I guess modular tables always take precedence over normal tables?
EDIT: nevermind, just checked the wiki, and indeed .tbms take precedence regardless of where they are... gotta redo everything I guess...
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Oh yes indeed. Tbms in MVPs will override the Tbls in your mod.
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Yep, I believe I'll have to spend some time creating .tbms and make them compatible with the mediavps. Only then it will be "safe" to test these armor settings.
I'll post here after I'm done with that.
Thanks!
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You can have a look at mods like BP or DE or WoD that have armor tbms compatible with MVPs.
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Ok, so I redid ships.tbl and weapons.tbl. I left the retail entries pretty much alone this time, except for some ship re-ordering (that shouldn't pose a problem, or do entries in a .tbm file need to be in the same order as in the .tbl?!).
Next I created a shp.tbm, wep.tbm and amr.tbm. Samples below:
amr.tbm
#Armor Type
$Name: HeavyArmor
$Damage Type: antibomb
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: disruption
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: NormalWeapon
+Calculation: Multiplicative
+Value: 1.0
+Weapon Piercing Effect Start Limit: 5
+Weapon Piercing Type: None
$Damage Type: HugeWeapon
+Calculation: Multiplicative
+Value: 1.0
+Weapon Piercing Effect Start Limit: 5
+Weapon Piercing Type: Default
$Name: MediumArmor
$Damage Type: antibomb
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: disruption
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: NormalWeapon
+Calculation: Multiplicative
+Value: 1.0
+Weapon Piercing Effect Start Limit: 5
+Weapon Piercing Type: Default
$Damage Type: HugeWeapon
+Calculation: Multiplicative
+Value: 1.0
+Weapon Piercing Effect Start Limit: 5
+Weapon Piercing Type: Default
$Name: LightArmor
$Damage Type: antibomb
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: disruption
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: NormalWeapon
+Calculation: Multiplicative
+Value: 1.0
+Weapon Piercing Effect Start Limit: 10
+Weapon Piercing Type: Default
$Damage Type: HugeWeapon
+Calculation: Multiplicative
+Value: 1.0
+Weapon Piercing Effect Start Limit: 10
+Weapon Piercing Type: None
$Name: Subsystem
;;default Subsystem Armor
$Damage Type: antibomb
+Calculation: Multiplicative
+Value: 0.0
$Damage Type: disruption
+Calculation: Multiplicative
+Value: 1.0
$Damage Type: NormalWeapon
+Calculation: Multiplicative
+Value: 1.0
+Weapon Piercing Effect Start Limit: 5
+Weapon Piercing Type: Default
$Damage Type: HugeWeapon
+Calculation: Multiplicative
+Value: 1.0
+Weapon Piercing Effect Start Limit: 5
+Weapon Piercing Type: Default
#End
wep.tbm
#Primary Weapons
$Name: Maxim
+nocreate
$Damage Type: disruption
#End
#Secondary Weapons
#End
shp.tbm
#Ship Classes
$Name: GTC Aeolus
+nocreate
$Subsystem: turret01,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret02,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret03,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret04,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret05,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret06,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret07,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret08,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret09,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret10,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret11,2.0,1.0
$Armor Type: Subsystem
$Subsystem: turret12,2.0,1.0
$Armor Type: Subsystem
$Subsystem: engine, 5,0.0
$Armor Type: Subsystem
$Subsystem: communications, 5,0.0
$Armor Type: Subsystem
$Subsystem: sensors, 5,0.0
$Armor Type: Subsystem
$Subsystem: navigation, 5,0.0
$Armor Type: Subsystem
$Subsystem: weapons, 5,0.0
$Armor Type: Subsystem
#End
Still, the exact same issue persists... In the mediaVPs, the Aeolus has Armor Type: HeavyArmor. The modified Maxim should not damage it! :mad: