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 Post subject: Re: WeaponTypes
PostPosted: 21 Aug 2010, 21:44 
Game Developer
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Joined: 25 Jun 2006, 07:44
Location: Germany
Tobi wrote:
Changed lightingcannon->lightningcannon in the original post.

In the code too?


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 Post subject: Re: WeaponTypes
PostPosted: 22 Aug 2010, 05:21 
Spring Developer
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Joined: 28 Jun 2007, 06:30
read changelog.txt?


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 Post subject: Re: WeaponTypes
PostPosted: 22 Aug 2010, 17:19 
Game Developer
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Joined: 25 Jun 2006, 07:44
Location: Germany
Not recently.


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 Post subject: Re: WeaponTypes
PostPosted: 20 Nov 2010, 23:28 

Joined: 20 Feb 2010, 12:17
Howdy

I wanted to disable dynamic damage for beam lasers

I tampered with the following weapon attributes
dynDamageExp
DynDamageMin
DynDamageInverted
DynDamageRange

as indicated in
http://springrts.com/wiki/Weapon_Variables

but it did nothing. The wiki says it should be disabled by default (dynDamageExp=0;), but on the game they do about half the damage at max range... And nothing i do seems to change this.

Am i doing something wrong, or is it a bug?


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 Post subject: Re: WeaponTypes
PostPosted: 21 Nov 2010, 02:33 
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Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
Random guess;

are BeamDecay or FallOffRate tags being used?


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 Post subject: Re: WeaponTypes
PostPosted: 21 Nov 2010, 14:17 

Joined: 20 Feb 2010, 12:17
Beamdecay=0.9 on some, but using the default on others. Falloffrate is using the default.

EDIT: tampered with those and it seems to have no effect whatsoever (tried to set them to 0, to 10.0, and to 0.001)


EDIT2: also tampered with duration and beamtime tags, but no effect (the beam fades quicker or slower, but still does roughly half damage at max range)


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 Post subject: Re: WeaponTypes
PostPosted: 01 Dec 2010, 19:40 

Joined: 20 Feb 2010, 12:17
so..?

Is it a bug? Is the wiki missing some variables? who has the answer to my questions?


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 Post subject: Re: WeaponTypes
PostPosted: 01 Dec 2010, 19:48 
Zero-K Developer
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Joined: 14 Mar 2007, 03:44
Location: Fillydelphia
minIntensity = 1, as noted in the BeamLaser description

S44 may not use beamlasers, but I'm still surprised you didn't remember that tag FLOZi <_<


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 Post subject: Re: WeaponTypes
PostPosted: 01 Dec 2010, 20:15 
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KingRaptor wrote:
minIntensity = 1, as noted in the BeamLaser description

S44 may not use beamlasers, but I'm still surprised you didn't remember that tag FLOZi <_<


Can't win 'em all, even I'm not perfect. :wink: :mrgreen:

(But yeah, I dunno how I missed that in the wiki :()


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 Post subject: Re: WeaponTypes
PostPosted: 01 Dec 2010, 22:54 

Joined: 20 Feb 2010, 12:17
I'm not perfect either. Also read the wiki several times and missed it...dah

anyway, setting it to 1 makes the beam do 90% dmg at all ranges, not 100%, which is weird. I got it to deal approximately 100% by setting minintensity to 1.1.


EDIT:
with minintensity=1.0 i tried beamdecay=0, 1 and something in between, and it still did 90% dmg at max range instead of 100%

Btw, are weapon attribute names and values case-sensitive?
(i think most are not)


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