Author Topic: Back to the rat race  (Read 18491 times)

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Offline WMCoolmon

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Back to the rat race
- Armor.tbl
- Enhanced ships.tbl  (read: pretty much completely-optional ship entries, beyond "$Name" and "$POF file")
- Fixed the Lab
- Renovated the lab names

http://fs2source.warpcore.org/exes/latest/C20050415.zip

I gave some of the target-picking code a once over, looked fine. So maybe turrets are acquiring targets properly, but determining that they can't fire for some reason. (ie do they track targets?)

Added to the website.//redmenace
« Last Edit: April 16, 2005, 07:04:59 am by 887 »
-C

 

Offline Tolwyn

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a dumb question: what is armor.tbl? :)
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Offline TopAce

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I am wondering that, too. What's its purpose?
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Offline Kie99

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Does it have Bob's subspace effects?
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Quote
Originally posted by Tolwyn
a dumb question: what is armor.tbl? :)


Look here:
http://www.hard-light.net/forums/index.php/topic,32030.0.html
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Offline Flipside

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IIRC variable Armour is something people have been asking for for ages. I'm honestly surprised that this build has got as few responses as it has :(

 

Offline StratComm

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In less than 24 hours?  People expect things way too quickly.  Though a discrete PM to project leaders who have asked for such a feature and perhaps a demo table making use of it may be appropriate.
who needs a signature? ;)
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Flipside

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True, but the post spend almost 16 of those hours without a single reply, it just surprised me a bit ;) Still, I'm sure it'll get tested ;)
« Last Edit: April 16, 2005, 12:23:48 pm by 394 »

 

Offline WMCoolmon

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The 'types' of armor are also pretty easily addable (ie to add "exponential base" type armor, I only had to add six lines of code.)
-C

 

Offline Solatar

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Example tables and a little bit more explanation for armor stuff would help me a lot. Maybe an example situation for instance.

 

Offline WMCoolmon

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Hmm. Let's say you have some sort of mirror armor, that almost completely reflects lasers, does alright against projectiles, but is melted by fireballs and completely shattered by missiles.
You also have a hardened armor that melts under lasers, is very resistant to projectiles, but melts under fireballs and is fairly damaged by missiles.

Code: [Select]
#Armor Type
$Name: Happy Armor factors
$Type: multiplicative
;;This means that all values in the table will be the product of the damage times the number entered

;;Lasers Projectiles Fireballs Missiles
$0: (0.2 1.0 1.3 1.0 ) ;;Mirror armor
$1: (1.2 0.5 1.5 1.0 ) ;;Hardened armor
#End

#Armor Type
$Name: Happy Armor bonuses
$Type: additive
;;This means that all values in the table will be added to the damage entered

;;Lasers Projectiles Fireballs Missiles
$0: (-20.0 0.0 0.0 10.0 ) ;;Mirror armor
$1: (0.0 0.0 0.0 0.0 ) ;;Hardened armor
#End


Weapons.tbl:
Code: [Select]

$Name: Laser
...
$Armor Damage Index: 0 ;;Use the Lasers column
...

$Name: Projectile
...
$Armor Damage Index: 1
...

$Name: Fireball
...
$Armor Damage Index: 2
...

$Name: Missile
...
$Armor Damage Index: 3
...

$Name: Tood-o-Love
...
$Armor Damage Index: 4 ;;This will mean that damage will be applied directly to any ships who do not have armor that includes this column.
;;Since no ships in my example do, every time the Todd-o-Love hits something it will do exactly the amount specified in the table,
;;aside from any damage scaled by "Huge" flags and such
;;(which can be disabled with the new ships.tbl flag I implemented; that's in this build too)
...


Ships.tbl
Code: [Select]

$Name: MirrorShip
...
$Armor Type: Happy Armor factors   ;;Factor things first
$Armor Type: Happy Armor bonuses ;;Then add the bonuses (so bonuses will not be scaled)
$Armor Index: 0 ;;Use the mirror armor row

$Name: HardenedShip
...
$Armor Type: Happy Armor factors   ;;Factor things first
$Armor Type: Happy Armor bonuses ;;Then add the bonuses (so bonuses will not be scaled)
$Armor Index: 1 ;;Use the hardened armor row


I'm open to suggestions on how to make it less convoluted to use multiple damage types - I could allow multiple $Types in an armor, each followed by a table. Or, I could allow you to group armors and specify the groups in ships.tbl. (I like the first better, seems to make more sense to me)
I could also make armor indexes named, so instead of 0 and one you might put:

Code: [Select]
$Mirror: (table row)
$Hardened: (table row)

$Armor Type: Happy Armor factors
$Armor Type: Happy Armor bonuses
$Armor Index: Mirror


Hmm...
« Last Edit: April 16, 2005, 02:21:38 pm by 374 »
-C

 

Offline Cobra

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my head hurts from all those variables... goood math experience for me. :D
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Offline gevatter Lars

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If I would do a Battletech/Battlespace mod it could be interesting..well at least at TL3.
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Offline Taristin

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Fireball is what, now? Explosions? So if I had a ship that was invulnerable to everything but fireballs, and then I blew up Alpha 2 right besides it, it'd do damage?

Edit:

Also:
Code: [Select]
$0: (-20.0 0.0 0.0 10.0 ) ;;Mirror armor


Does that mean that when you shoot a laser at it, it'll gain 20 hp? :wtf:
« Last Edit: April 16, 2005, 07:46:16 pm by 273 »
Freelance Modeler | Amateur Artist

 
Your p4 build contains a slight bug involving pilot selection.

Text input is waaay off, and I don't think you implemented the new-pilot code correctly. Any pilots with the "new" code are unselectable. Generally quite FUBURed. :nervous:

On the other hand, your normal C20050415 version works fine, so it seems.
« Last Edit: April 16, 2005, 08:31:07 pm by 1278 »

 

Offline WMCoolmon

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No, fireball is some obscure weapon name I cooked up from the back of my head. :p Non-weapon damage will still affect ships normally. If a weapon has an invalid armor damage index, or doesn't have one at all, damage will still be applied normally.

In plain english, the laser damage (to mirror armor) would be, "Take 20% of the laser's damage value, then subtract 20 points of damage from what's left, and damage the ship by that amount."

So if your laser dealt less than 100 damage, then the ship would gain health. If it did exactly 0 points of damage,, then the ship would gain 20 points of health.

In order to properly simulate small damage values having no effect, you'd have to use another type ("effect cap" or something). It's not implemented so I didn't use it in the example.
-C

 

Offline Taristin

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Too complicated for me. :p
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Offline WMCoolmon

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It's less complex than Bobb's texturing system. :p The ship's armor index is the row in the table, the weapon's index is the column, the intersection point is the value that's applied and the '$Type:' is the operation that's done with the value.
-C

 

Offline Taristin

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Quote
Originally posted by WMCoolmon
It's less complex than Bobb's texturing system. :p  


That's not saying much. His system makes my eyes bleed.

I'm trying to understand this, but all of these new table entries are making my mind go through a loop.

What is a fireball, then?
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Offline WMCoolmon

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Ignore the names in the armor comments; they're meaningless when it comes to armor. You can rearrange things any which way, as long as you get the weapons.tbl numbers right. You can assign damage scaling based on type, or you could have a slightly different scale for every weapon. (If you added columns for them all in the table.)

You just have to put the right $Armor Damage Index: value for the weapons.
-C