WeaponTypes - Page 5

WeaponTypes

Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.

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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: WeaponTypes

Post by KDR_11k »

Tobi wrote:Changed lightingcannon->lightningcannon in the original post.
In the code too?
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: WeaponTypes

Post by jK »

read changelog.txt?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: WeaponTypes

Post by KDR_11k »

Not recently.
raaar
Metal Factions Developer
Posts: 1094
Joined: 20 Feb 2010, 12:17

Re: WeaponTypes

Post by raaar »

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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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: WeaponTypes

Post by FLOZi »

Random guess;

are BeamDecay or FallOffRate tags being used?
raaar
Metal Factions Developer
Posts: 1094
Joined: 20 Feb 2010, 12:17

Re: WeaponTypes

Post by raaar »

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)
raaar
Metal Factions Developer
Posts: 1094
Joined: 20 Feb 2010, 12:17

Re: WeaponTypes

Post by raaar »

so..?

Is it a bug? Is the wiki missing some variables? who has the answer to my questions?
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KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Re: WeaponTypes

Post by KingRaptor »

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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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: WeaponTypes

Post by FLOZi »

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 :()
raaar
Metal Factions Developer
Posts: 1094
Joined: 20 Feb 2010, 12:17

Re: WeaponTypes

Post by raaar »

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)
8611
XTA Developer
Posts: 242
Joined: 29 Dec 2014, 08:22

Re: WeaponTypes

Post by 8611 »

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