Experience points
Moderator: Moderators
Experience points
I'm going to add experience multipliers for various situations. Instead of having everything hardcoded it will let you make units that get experience based on things other than relative power levels, and units that deal paralysis damage will no longer have to have an experience reduction at 90%. Any comments? Should the default stay at 10% for paralysis?
Last edited by lurker on 05 Oct 2007, 21:33, edited 1 time in total.
lua gadgets offer features here and now with maximum customizability. On top of that it makes things more clean cut and prevents the build up of spaghetti code mounting in our engine code base.
The feature can be re-envisaged any way you like if implemented in lua and modified in all sorts of wierd and wonderful ways. Whereas an engine patch means you have 1 generic fits all feature with perhaps a handful of tags. As a result its slowed down by the need for generic works for all, and mods that don't make use of it still have the feature sitting in the engine unused.
There's no reason why we shouldn't implement it in lua.
The feature can be re-envisaged any way you like if implemented in lua and modified in all sorts of wierd and wonderful ways. Whereas an engine patch means you have 1 generic fits all feature with perhaps a handful of tags. As a result its slowed down by the need for generic works for all, and mods that don't make use of it still have the feature sitting in the engine unused.
There's no reason why we shouldn't implement it in lua.
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Weapon recharge speed can be changed via BOS script - you just need to make the weapon really rapid-firing and use the AimWeaponX() function for reload delays, that way you can control them. Changing regen can be simulated with set HEALTH, the delay can also be script-controlled. As for range and damage, the best you can do now is having multiple similar weapons (with slightly different range and damage) on a unit and unlocking them on reaching certain XP values - that was scriptable since OTA times.
Id really like some way to take experience out of the system altogether. I really don't want it messing around with my units values (or the ugly white bar for that matter) and currently I'm unaware of another way then setting all units experience to 0 every frame wich is stupid.
Experience veterancy etc is so much better handled by LUA.
What we really need is to be able and set every single value for a unit and its weapons dynamically in LUA code as we want instead of the hardcoded crap + FBI/TDFs, tough I'm aware the code is built around the FBI/TDF files so this would be a bit hard.
Currently each unit has half it's attributes locked into unitdefs, what I'm saying is that every unit should have its own set of every attribute that you can do as you wish with in LUA. The unitdefs would only be used to initiate these values.
Experience veterancy etc is so much better handled by LUA.
What we really need is to be able and set every single value for a unit and its weapons dynamically in LUA code as we want instead of the hardcoded crap + FBI/TDFs, tough I'm aware the code is built around the FBI/TDF files so this would be a bit hard.
Currently each unit has half it's attributes locked into unitdefs, what I'm saying is that every unit should have its own set of every attribute that you can do as you wish with in LUA. The unitdefs would only be used to initiate these values.
I should be able to set it up to have mod based defaults, so you can just set the default multipliers to 0.Zpock wrote:Id really like some way to take experience out of the system altogether. I really don't want it messing around with my units values (or the ugly white bar for that matter) and currently I'm unaware of another way then setting all units experience to 0 every frame wich is stupid.
Experience veterancy etc is so much better handled by LUA.
What we really need is to be able and set every single value for a unit and its weapons dynamically in LUA code as we want instead of the hardcoded crap + FBI/TDFs, tough I'm aware the code is built around the FBI/TDF files so this would be a bit hard.
Currently each unit has half it's attributes locked into unitdefs, what I'm saying is that every unit should have its own set of every attribute that you can do as you wish with in LUA. The unitdefs would only be used to initiate these values.
And if you give me a list of what you want moved from unitdefs to units, I can make a patch in a very few minutes.
The one's that I think are most important (however I think many of the FBI values are not changeable in LUA for reasons of deep down engine issues so be careful):
These would be very handy:
Acceleration
BrakeRate
MaxVelocity
TurnRate
CruiseAlt
However I think there might be pathfinding related issues with those. If it's not too bad however I think "use at own risk". For example changing cruisealt could screw up planes big time when the map has big hills, but for a space mod that wouldn't matter at all on proper space maps?
These would be very nice:
RadarDistance
RadarDistanceJam
SightDistance
SonarDistance
SonarDistanceJam
Targeting categories, badtarget etc. Especially with the below if its possible.
Then if you could change weapons on a unit, that would really rock. Then there's the hardcoded range at wich a unit tries to approach enemies, based upon the range of the first weapon I think. This might cause problems with changing weapons I guess, and would really need to be setable in LUA.
Changing the more important weapon variables such as damage, range and rate of fire would also be hugely useful. However I guess this would really be hard to do without rewriting lots of code. Trepan might also introduce stuff that makes custom LUA weapons much easier to implement wich will probably make this pretty redundant as well.
These would be very handy:
Acceleration
BrakeRate
MaxVelocity
TurnRate
CruiseAlt
However I think there might be pathfinding related issues with those. If it's not too bad however I think "use at own risk". For example changing cruisealt could screw up planes big time when the map has big hills, but for a space mod that wouldn't matter at all on proper space maps?
These would be very nice:
RadarDistance
RadarDistanceJam
SightDistance
SonarDistance
SonarDistanceJam
Targeting categories, badtarget etc. Especially with the below if its possible.
Then if you could change weapons on a unit, that would really rock. Then there's the hardcoded range at wich a unit tries to approach enemies, based upon the range of the first weapon I think. This might cause problems with changing weapons I guess, and would really need to be setable in LUA.
Changing the more important weapon variables such as damage, range and rate of fire would also be hugely useful. However I guess this would really be hard to do without rewriting lots of code. Trepan might also introduce stuff that makes custom LUA weapons much easier to implement wich will probably make this pretty redundant as well.
yup and you can set those within lua, tooFLOZi wrote:RadarDistance
RadarDistanceJam
SightDistance
SonarDistance
SonarDistanceJam
Pretty sure I added COB constants for get/set all of these.
use
Spring.SetUnitCOBValue(unitID,number COBValue, number param1 [,number param2])
and
Spring.GetUnitCOBValue(...) [too lazy to analyze its params ^^]
some available values are:
MAX_SPEED 75
LOS_RADIUS 85 // set or get
AIR_LOS_RADIUS 86 // set or get
RADAR_RADIUS 87 // set or get
JAMMER_RADIUS 88 // set or get
SONAR_RADIUS 89 // set or get
SONAR_JAM_RADIUS 90 // set or get
SEISMIC_RADIUS 91 // set or get
DO_SEISMIC_PING 92 // get