Armor.txt

Armor.txt

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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Armor.txt

Post by PauloMorfeo »

Can anyone explain me how it works?

In armor.txt, we have lists like:

Code: Select all

[Air]
{
	Plane1=99;
	Plane2=99;
}
Are those categories (like "Air") going to be used when establishing the damage a weapon deals? Like:

Code: Select all

[ARMSMT_WEAPON1]
	{
	ID=13;
	...;
	[DAMAGE]
		{
		default=69;
		Air= 666;
		}
	}
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

yes
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well, the numbers don't mean anything, if it's 99 or 1, it doesn't matter, but what ever unit is mentioned will have it's damage tag used, otherwise it's not used so you only have default damage.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

GrOuNd_ZeRo wrote:Well, the numbers don't mean anything, if it's 99 or 1, it doesn't matter, but what ever unit is mentioned will have it's damage tag used, otherwise it's not used so you only have default damage.
What if it's zero?
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

SwiftSpear wrote:
GrOuNd_ZeRo wrote:Well, the numbers don't mean anything, if it's 99 or 1, it doesn't matter, but what ever unit is mentioned will have it's damage tag used, otherwise it's not used so you only have default damage.
What if it's zero?
World ends.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

oshitbrb
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: Armor.txt

Post by PauloMorfeo »

Ok, thanks! That's what i thought.

I supose that if this hapens, it must not be very good:
In armor.txt:

Code: Select all

[Air]
{
	Plane1=99;
	Plane2=99;
}
In some weapons definition:

Code: Select all

[ARMSMT_WEAPON1]
	{
	ID=13;
	...;
	[DAMAGE]
		{
		default=69;
		Plane1=13;(edited missing ';')
		Air= 666;
		}
	}
Would that make the weapon give 69, 13, 666, 13+666, ???, damage to Plane1?
Last edited by PauloMorfeo on 14 Nov 2005, 10:52, edited 1 time in total.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

666. If your weapon was just this:

Code: Select all

[ARMSMT_WEAPON1] 
   { 
   ID=13; 
   ...; 
   [DAMAGE] 
      { 
      default=69; 
      Plane1=13;
      } 
   }
It'd do 69 because Plane1 is not an entry.

Wait, why am I explaining this here, there's already an article in the wiki that covers all the intricacies of these what ifs...

Also, btw, the ID tag is useless in weapons in Spring, and those spaces will kill things (Air1= 666;). The missing semicolon should be obvious too. I'm sure you were just typing it in a hurry, but it never hurts to reiterate that for anyone in the future reading this.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Gnome wrote:...
It'd do 69 because Plane1 is not an entry.
... I'm sure you were just typing it in a hurry, but it never hurts to reiterate that for anyone in the future reading this.
Did you mentionded this?
http://taspring.clan-sy.com/wiki/Mod_Development:Armor
In it, it says (like you said in your post) that we can't assign specific damage to units, only armor.txt entries.
But in xta_se_v066, we have all(?) standard missiles like this:

Code: Select all

...
		[DAMAGE]
		{
		default=31;
		ARMBRAWL=101;//93;//83;
		}
...
With no ARMBRAWL entry on armor.txt . We have ARMBRAWL in it but inside the '[LandAir]' entry.
Gnome wrote:...
... I'm sure you were just typing it in a hurry, but it never hurts to reiterate that for anyone in the future reading this.
I'm just trying to figure out (for now) what kind of relations a database for it would need to have. Right now, i see 2 or 3 relations.
- Units have weapons.
- Weapons have specific damage on entries in Armor.txt .
- Weapons have specific damage on specific units?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

That weapon quoted from XTA wouldn't do special damage to the Brawler unless they have finally caved in and put in support for per unit damage without the armor.txt, and since there is no hint at that in any documentation or forum posts I doubt they have. The XTA mod is really a quick and nasty port from the OTA version. What you see in its files should hardly be considered correct for the most part (except new Spring tags, of course).

1) Yes, units have weapons. It's a war game. That tends to happen.
2) Yes, that's how it works
3) Only if the Armor.txt is set up to contain each unitname as an individual entry, otherwise those specific damages are ignored
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

I think they changed it in version 0.65 from

Code: Select all

...
		[DAMAGE]
		{
		default=31;
		ARMTHUND=83;
		ARMBRAWL=83;
		ARMPEEP=83;
		...
		...
		...
		CORVALK=83;
		}
...
to

Code: Select all

...
		[DAMAGE]
		{
		default=31;
		ARMBRAWL=101;//93;//83;
		}
...
So, i guess it's not a mistake left uncared of.

I tried having the llt doing 500 dmg to Buldogs by assigning it directly in the weapon's damage. Didn't worked.
Still, i went to test out the XTA mod unmodified and the arm missile tower was giving around 40~50 dmg to buldogs but around 100 to lvl-2 bombers and to Brawlers...
In the MT's weapon definition, we have:

Code: Select all

...
		[DAMAGE]
		{
		default=53;//46;
		ARMBRAWL=122;//111;//97;
		}
...
So i'm, guessing it works because ARMBRAWL is in the [LandAir] category in Armor.txt and it will use ARMBRAWL as [LandAir].
Beeing true, it's some very ugly stuff...
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