Author Topic: Problems with Armor.tbl  (Read 2660 times)

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Offline Raven2001

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Problems with Armor.tbl
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:
Code: [Select]
#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
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline Nuke

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Re: Problems with Armor.tbl
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:
Code: [Select]
#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
« Last Edit: October 13, 2012, 03:32:45 pm by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Raven2001

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Re: Problems with Armor.tbl
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.
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline Droid803

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Re: Problems with Armor.tbl
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...
(´・ω・`)
=============================================================

 

Offline Nuke

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Re: Problems with Armor.tbl
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:
Code: [Select]
$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
« Last Edit: October 14, 2012, 04:06:41 am by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Raven2001

  • Machina Terra Reborn
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Re: Problems with Armor.tbl
Ok, tried Nuke's suggestions, using the build Droid recommended.
Still no change :\
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline Raven2001

  • Machina Terra Reborn
  • 211
  • Im not the droid your looking for, move along
Re: Problems with Armor.tbl
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)
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline Droid803

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Re: Problems with Armor.tbl
try changing the name of the armor types then maybe?
Like not Default but BWO_Default?
(´・ω・`)
=============================================================

 

Offline Nuke

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Re: Problems with Armor.tbl
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.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Droid803

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Re: Problems with Armor.tbl
They do use armor.tbl because of piercing damage effects.
(´・ω・`)
=============================================================

 

Offline Raven2001

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  • Im not the droid your looking for, move along
Re: Problems with Armor.tbl
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?
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline MatthTheGeek

  • Captain Obvious
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Re: Problems with Armor.tbl
Yours, since your mod data should take precedence over the MVPs. If it does not, it is a bug and you should mantis it.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

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batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
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Offline Raven2001

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  • Im not the droid your looking for, move along
Re: Problems with Armor.tbl
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...
« Last Edit: October 14, 2012, 02:36:11 pm by Raven2001 »
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Problems with Armor.tbl
Oh yes indeed. Tbms in MVPs will override the Tbls in your mod.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Raven2001

  • Machina Terra Reborn
  • 211
  • Im not the droid your looking for, move along
Re: Problems with Armor.tbl
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!
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Problems with Armor.tbl
You can have a look at mods like BP or DE or WoD that have armor tbms compatible with MVPs.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

  

Offline Raven2001

  • Machina Terra Reborn
  • 211
  • Im not the droid your looking for, move along
Re: Problems with Armor.tbl
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
Code: [Select]
#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
Code: [Select]
#Primary Weapons

$Name: Maxim
+nocreate
$Damage Type: disruption

#End

#Secondary Weapons

#End


shp.tbm
Code: [Select]
#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:
« Last Edit: October 15, 2012, 05:50:14 am by Raven2001 »
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.