Author Topic: The armor thingy  (Read 4005 times)

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Offline WMCoolmon

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Completely untested (I could either test it or implement it :p)

Armor.tbl (or *-amr.tbm):
Code: [Select]

#Armor Type
$Name: Exponential armor
$Type: exponential

;; The table identifiers can be $*:, everything in between the dollar
;; and colon is ignored
;;The columns are damage indexes
;;    0      1     2
$R: (1.0f 1.2f 1.5f)  ;;This is armor index 0
$R: (3.0f 3.5f, 1.0f)
#End
#Armor Type
$Name: Multiplicative armor
$Type: multiplicative

;; The table identifiers can be $*:, everything in between the dollar
;; and colon is ignored
;;The columns are damage indexes
;;    0      1     2
$R: (1.0f 1.2f 1.5f)  ;;This is armor index 0
$R: (3.0f 3.5f, 1.0f)
#end


Ships.tbl
Code: [Select]

;;Right before $Flags:
$Armor Index: 0
     +ArmorType: Exponential armor  ;;Applied in order
     +ArmorType: Multiplicative armor ;;Yes you can have multiple types


Weapons.tbl
Code: [Select]

;;After $Damage:
$Armor Damage Index: 2 ;;Defines the far right value in the example tables above


Formulae for (current) armor type types, easily expanded:
Additivive
Damage + table value
Mulitplicative
Damage * table value
Exponential
Damage ^ table value

It's all in CVS so the next build will have it.

Edit:
I also added a ship flag, "no weapon damage scaling", which will disable the default scaling for a ship.
« Last Edit: April 15, 2005, 01:29:52 am by 374 »
-C

  

Offline Flipside

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Looks good! I haven't had time to implement this in a table file, and, afaik, TI aren't planning to use the armour abilities, but it would be handy if someone who was looking for this stuff gave it a go ;)

 
Wouldn't this break the main campaign in some places? Some ships not perishing, or not perishing quickly enough, when they should?

 

Offline WMCoolmon

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Only if you give them armor in the TBL files.
-C

 

Offline Flaser

  • 210
  • man/fish warsie
If additive and multiplicative armor could be combined that would make my ever sought for:

Treshold + Resistance system possible.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline WMCoolmon

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I need to work on the armor so it can parse the table, but, yes, that will be possible.

Right now you can specify multiple armor types for ships, I plan on making it so you can specify multiple calculation types for each armor type. That way you can create esoteric armor types with as many calculations as you please, but still only have to enter two entries to assign armor to a ship.
-C

 

Offline Flipside

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Maybe if you could apply it to textures through Bobb's new system he's working on, you could have armoured/unarmoured areas etc on the ship?

 

Offline WMCoolmon

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That'd require collision code with the ability to detect which teture it collided with (Something I asked about in another context but Bobb didn't seem to positive on the idea).
-C

 

Offline Unknown Target

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  • Push.Pull?
What exactly does it do...?

 

Offline FireCrack

  • 210
  • meh...
I'm a tad confused by all these things as well. Care to explain?
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline WMCoolmon

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The table has a list of numbers. Rows represent ship indexes, columns represent weapon indexes.

You assign any ships that you want to use with the system an index, and any weapons you want to use with the system an index.

When a ship and a weapon impact, the intersection in the table is determined and if that point exists, the operation defined with "$Type:" is performed with the number. If it's additive and the number is 20, 20 points of damage are added to the weapon's damage value.

Although since Bobb has gotten an equation system working, it changes things. I'm not sure how, but it changes things. ;)
-C

 

Offline WMCoolmon

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I think I may revise the armor system more like this:
Code: [Select]

#Armor Type
$Name: Reflective

$Damage Type: Light missile
     +Calculation: Multiplicative
     +Value: 3.5
     +Calculation: Additive
     +Value: 20
$Damage Type: Laser
     +Calculation: Multiplicative
     +Value: .5

;;Or maybe just do something like this, with Bobb's new equation system
$Damage Type: Laser
     +Equation: collision_object.damage * .5

;;This would also allow you to do stuff like this
;;This completely ignores the damage assigned to any mega nondeath ray-style weapon, and instead deducts 75% of a ship's current hit points
$Damage Type: Mega Nondeath Ray
     +Equation: ship.current_hitpoints * .75

#End


ships.tbl
Code: [Select]
$Armor Type: Reflective

weapons.tbl
Code: [Select]
$Name: Subach HL-7
...
$Damage Type: Laser
-C

 

Offline Cobra

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oooh. so if a subach were to be fired at the said ship, the laser blast would be deflected/reflected?
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Offline WMCoolmon

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No, though that'd be a neat effect and I have a general idea of how to do it.
-C

 

Offline Cobra

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cool. :D

can't wait for it ;)
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Can you give the armor a value of limited effectiveness according to
 use/degredation?

Ie,  The Defiant and Sovy classes have ablative armor which greatly increases the amount of damage they can sustain in a fight till the systems covered by those armored sections are impacted, but eventually it does fail after sustained combat. (it's primarily effective against phaser and pure energy weapons)

So eventually if combat lasts long enough the armor could entirely fail and the ship STILL be viable for combat (not destroyed).
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Offline Axem

  • 211
Would it be at all possible to assign an armor index to a subobject, overriding the first armor index? This might make for parts of ships more heavily armored than the rest and you'd need to use some tactics to counter that.

 

Offline FireCrack

  • 210
  • meh...
Umm, for a little down the line it would be neat to have reflecting beams if possible.



(mmm... collapsed core moly)
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Beams would be much harder.

What I'm thinking of is rather than destroying the weapon on impact with a ship, reversing its forward velocity or redirecting its velocity in a random direction.

Beams would require adding another beam section. And what would be the next request? Beams that predictably bounce, so you could have beams and mirrors. :p

I have an intuitive grasp of where stuff should end up, but I'm not quite sure of how to translate it into mathematical terms.

I'll have a new set of builds up in a few with the +Calculation/+Value system.
-C

 

Offline Bobboau

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I could give you the math to calculate a reflection vector
« Last Edit: May 03, 2005, 02:20:25 am by 57 »
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