Battletech - Page 24

Battletech

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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What weapon stat system should we base it on?

Poll ended at 26 Sep 2005, 00:17

Tabletop Battletech
10
56%
MW2
3
17%
MW3
3
17%
MW4
2
11%
 
Total votes: 18

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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

It does work. Try setting it to 1.
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bobthedinosaur
Blood & Steel Developer
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Post by bobthedinosaur »

the speed is less than 1 in the first place so that would only make it faster. what im looking for is a switch to make a mobile unit deploy and not able to move unless it is turned off
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

bobthedinosaur wrote:the speed is less than 1 in the first place so that would only make it faster. what im looking for is a switch to make a mobile unit deploy and not able to move unless it is turned off
1 in the FBI != 1 ingame(script).
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rattle
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Post by rattle »

1 in the FBI = 1*65536 ingame
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

rattle wrote:1 in the FBI = 1*65536 ingame
I thought that was probably the case but didn't want to be specific incase I was wrong :P
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bobthedinosaur
Blood & Steel Developer
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Post by bobthedinosaur »

so if tell the cob to "set MAX_SPEED to 1", it would be about 1/65536 fbi speed, or?
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bobthedinosaur
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Post by bobthedinosaur »

so if tell the cob to "set MAX_SPEED to 1", it would be about 1/65536 fbi speed, or?
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rattle
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Post by rattle »

Yeah, which is why you have to multiply it by 65536 in the COB.
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Snipawolf
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Post by Snipawolf »

Or, ya know, put brackets on it...

Which multiplies it by 65536
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Peet
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Post by Peet »

Snipawolf wrote:Or, ya know, put brackets on it...

Which multiplies it by 65536
No it doesn't. 163840.
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Snipawolf
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Post by Snipawolf »

Woops, I need to change my definitions then >___>

No wonder my movement wasn't correct :oops:
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Guessmyname
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Post by Guessmyname »

it's the '<' '>' pointy sign things for that multiplier
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Peet
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Post by Peet »

Guessmyname wrote:it's the '<' '>' pointy sign things for that multiplier
Those are 65536/360 = 182.044
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Guessmyname
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Post by Guessmyname »

oh. Maybe it was the [square brackets] then
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rattle
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Post by rattle »

Snipawolf wrote:Woops, I need to change my definitions then >___>

No wonder my movement wasn't correct :oops:
Actually it was correct. 163840 = 2.5 units
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Peet
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Post by Peet »

Then why is the square bracket's default value 163840?
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rattle
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Post by rattle »

Because in OTA 1 unit is equivalent to 2.5 spring units.
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bobthedinosaur
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Post by bobthedinosaur »

awesome it works!
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smoth
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Re: Battletech

Post by smoth »

NEEDS MORE NEW STUFF GODAMNIT!
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re:

Post by lurker »

rattle wrote:Because in OTA 1 unit is equivalent to 2.5 spring units.
One of us is horribly horribly wrong here. My memory says:
At some point in development of TA, they decided to change some of the scale or something, and added the 2.5 multiplier to a lot of unit script pieces. One ota unit is exactly the same as on spring unit, the only thing involving 2.5 are old cavedog scripts that anyone who isn't making a mod with TA units should be avoiding like the plague because they are horrible and not your IP to use. And you should configure your scriptor so that brackets are 65536.
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