If there are any issues such as ugly code tell me. There are some problems left in when using an inverted curve. When a weapon is fired from maximum range it should do ~100% damage. Instead it was doing only ~77%. No idea why...
Last edited by rattle on 29 Mar 2007, 11:12, edited 2 times in total.
I still think it would be better to make local copies of the damage array in the weapon itself rather than altering defs which should remain static... even if it means extra work.
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
It's not a big deal to change that, however as I pointed out the damages array direclty affects everything which is related to damage (size of scars, size of muzzle flares, etc.). I am working with the original values, this is why I added a backup array.
Does anyone else think that this is bad idea?
edit: Hmm it seems that this doesn't work with beam lasers. :(
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
I'm being stupid again, I've tested this on XTA's annihilator weapon, that's what I thought at least. I edited the wrong weapon in the end because of XTA's stupid naming system. :P
Bonus points for making the tag accept arbitrary expressions in RPN, additional secret bonus for making it accept infix expressions, kudos for JITting them :)
Add another tag, dynDamageRange, which is used in the calculation. Default is weapon range. This improves the flexibility of the curves we can produce quite considerably.
Also, just checking, is the damage value automatically clamped after exceeding max range of the weapon? (to prevent -ve damages)
I know, but i mean always do it - dynDamageMin defaults to 0, so if its not set otherwise the damage is clamped to 0, preventing issues with dealing -ve damage.
Damn, I totally missed this before - dynDamageMin might (would be for me, anyway) be better off as an integer value rather than a %... Simpler to calculate a % of the original damage as an integer than to calculate an integer as a % of the original, well, not exactly, but its juist nicer, to me, anyway. </rambling>
That's why i was suggesting what i was suggesting before, hadn't read it closely enough.
edit: also, could you upload the latest .patch for me to look over?
This is a product of range and not flight-time, so high arc weapons won't be probably the best to use with this tag. Or am I missing something?
The first thought I had when reading about these new tags was for perhaps tank-vs-tank and battleship-vs-battleship duels. I like the inverse curve especially in that case.
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