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Posted: 09 Nov 2005, 22:56
by Nemo
Have you tried making the impulse factor a decimal value?
If the original impulse is 10, multiplying it by an impulsefactor of .0001 should reduce the shockwave considerably. Just a thought, although this should help with units getting hurled around from the huge shockwave. Ground damage will still occur.
Posted: 09 Nov 2005, 23:16
by jcnossen
Problem is, the hole in the ground does not depend on the impulsefactor.
But I'll try if I can make paralyzedamage not cause ground damage.
Posted: 09 Nov 2005, 23:25
by Weaver
Zaphod wrote:Problem is, the hole in the ground does not depend on the impulsefactor.
Is there any reason why it shouldn't be changed , it makes a great deal of sense for it to work that way.
Posted: 10 Nov 2005, 00:33
by SecurE
Wouldn't a simple fix be to give it a default damage of 0, and then simply give it the real damage against units? That should work in theory at least.
Posted: 10 Nov 2005, 16:34
by NOiZE
from
MAESTRO'S ENCYCLOPAEDIA OF
TA WEAPONRY
paralyzer
Weapon will stun the enemy for a length of time described in the damage field, damage=60 mean one second paralyze. However paralyzer weapon wont cause any damage to enemy unit, only stun them
examples:
paralyzer=1;
damage=600;
Means the weapon will paralyze the enemy unit for 10 second
BUT in spring damage does real damage instead of give a time or being paralysed..
Posted: 10 Nov 2005, 20:28
by Caydr
Er... actually paralyzing works fine in spring. The only problem is that area-of-effect paralyzing carries with it a massive smoking crater.
Posted: 11 Nov 2005, 15:00
by smartie
The smoking crater thing is easy to fix. Here's how you'd convert the arm EMP missile from OTA to spring.
Set the default damage of the weapon to 1. Then copy out the list of special damage that's underneith it (its something like 2 pages long of every core unit) and make that all into an armor type in armor.txt. Call it AllCoreUnits or something. Go back to the EMP_weapon file and underneith where you set the damage to 1 type in the line AllCoreUnits=100000;
And volla you have a working EMP missile that makes no crater, stuns core units, and leaves your units untouched.
Posted: 11 Nov 2005, 16:57
by jcnossen
I would like to say I'm guessing that using a lot of armor types can slow down simulation speed a lot. I have a feeling I've discovered this a bit too late
I never profiled it, so maybe it's a good idea if someone tests the framerate in heavy combat with different number of armor types.
If you care about polycounts as mod maker, you should also care about the number of armor types. I see 500 (:!:) armortypes in the AA armor.txt, and I don't think it was intended to have an armortype for every different unit type.
Posted: 11 Nov 2005, 17:42
by Pxtl
Zaphod wrote:I would like to say I'm guessing that using a lot of armor types can slow down simulation speed a lot. I have a feeling I've discovered this a bit too late
I never profiled it, so maybe it's a good idea if someone tests the framerate in heavy combat with different number of armor types.
If you care about polycounts as mod maker, you should also care about the number of armor types. I see 500 (:!:) armortypes in the AA armor.txt, and I don't think it was intended to have an armortype for every different unit type.
That's very unfortunate. AA has trimmed down the number of armor classes, but ones that are left are there for good reasons - frequently it's used for cases like a bomber unit that uses a large explosive and needs to be unable to hurt itself.
Posted: 11 Nov 2005, 19:37
by Caydr
Hmm
Posted: 11 Nov 2005, 19:49
by Pxtl
You could do a new Python script. It would just have to be rather intelligent.
Here's my ideal algorithm. Go through the OTA weapon list (or the Spring one generated by the old Py script). For each entry in the list, store a list of all units that it does the same same damage to (besides default) - so sub torps that do reduced damage to torp launchers and extra damage to boats would have 2 such lists. Handle said list as a tuple of strings so it can be used as a key in the set - and store said tuples in the set. Then you have a big set object containing lists of units - each list of units corresponds to a set of units that one or more weapons does a constant amount of adjusted damage to.
Then, go through and create names for each tuple. This is a user-oriented action.
Next, go back through and change the memberships so that if a unit is present in a given tuple, it will be grouped under armor type given in the tuple name. You now have your armor groups setup.
Finally, go through the special damage amounts and check if groups of units that recieve the same adjusted damage from weapon X match any of the tuples (they should). Finally, change said damages to a single damage amount defined by the earlier "name".
Nasty algorithm, but doable. I'd script it myself if I (a) had the time, and (b) new jack about TA scripts.