Unit Accuracy?

Unit Accuracy?

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Shade
Posts: 56
Joined: 14 Apr 2005, 17:29

Unit Accuracy?

Post by Shade »

Hey guys, I searched the forums but couldn't find much:

Is there any background on weapon accuracy? I.e. hit to fire ratios, and long range weapons?

-Shade
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Modding thing.
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Shade
Posts: 56
Joined: 14 Apr 2005, 17:29

Post by Shade »

How so? Wouldn't a firing mechanism be built into the TA core...? Trajectory and so on?
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Well caydr keeps changing the accuracy of units for his mod so I can only assume its a mod feature, he doesn't quite have the elite hacking abilities that I posses.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: Unit Accuracy?

Post by PauloMorfeo »

Shade wrote:Is there any background on weapon accuracy? I.e. hit to fire ratios, and long range weapons?
The Spring engine has the ability for diferent weapon ranges, diferent fire ratios, diferent accuracies, etc. (i'm mostly sure...)

Those are all defined in the unit definition. So, that is generally defined in the unit pack. The unit pack to be used seems it will be a variation of XTA that is itself a variation of TA, that is, a rebalanced set of TA's units.
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Redfish
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Joined: 27 Feb 2005, 16:12

Post by Redfish »

I think if you use hpiview to view the gp3 in your ta dir you'll find all the information you require.
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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

Yes. Every weapon has a weaponname.tdf (or being included in a common .tdf) where the stats are mentioned. Here, for example, I have brought you the Big Bertha weapon file:
[code][ARM_BERTHACANNON]
{
ID=72;
name=Bertha Cannon;
rendertype=4;
ballistic=1;
turret=1;
range=4096; // The range
reloadtime=7; // Reloading time
weaponvelocity=800;
energypershot=1500;
areaofeffect=80;
soundstart=xplonuk4;
soundhit=xplonuk1;
firestarter=50; // Percent chance to set trees on fire
accuracy=500; // Accuracy. The greater the value, the worse is the aim
aimrate=2500;
tolerance=300;
holdtime=1;
explosiongaf=fx;
explosionart=NUKE1;
waterexplosiongaf=fx;
waterexplosionart=h2oboom2;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashlg;
startsmoke=1;

[DAMAGE]
{
default=2000;
}
}[/code]


These are the settings for the Bertha weapon. From this file, the TA (and spring) engine calculates the physics behind the shot by rating what kind of animation the bullet/missle/projectile uses, at what speed it goes, what trajectory it follows and so on.

If you want to check out some weapons yourself, download the HPI Viewer and open totala1.hpi in your TA folder (C:\Cavedog\TOTALA\ by default).
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Shade
Posts: 56
Joined: 14 Apr 2005, 17:29

Post by Shade »

Nice! Thanks guys, I just wanted more information on how the new engine worked.... That was most helpful.

-Shade
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

It's not the new engine, it's the old engine!
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Shade
Posts: 56
Joined: 14 Apr 2005, 17:29

Post by Shade »

Well, then I know how the old one works... Equally as good.
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