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Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 21 Feb 2010, 19:07
by Evil4Zerggin
Currently weapons get hardcoded bonuses to accuracy/sprayAngle with XP. Specifically, spreads can be reduced to:

BeamLaser: 70%
bombdropper: 90%
Cannon: 90%
DGunWeapon: 50%
EmgCannon (not used IIRC): 50%
FlameThrower: 20%
LaserCannon: 70%
LightningCannon: 50%
MissileLauncher: 50%
Rifle (probably not used): 90%
StarburstLauncher (probably irrelevant): 70%

Could this be exposed as a weapon tag?

Mantis: http://springrts.com/mantis/view.php?id=1849

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 21 Feb 2010, 20:14
by Argh
Simply set the XP of the Units to whatever you want via Lua, or turn off the experience system entirely.

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 21 Feb 2010, 20:50
by FLOZi
Argh wrote:Simply set the XP of the Units to whatever you want via Lua, or turn off the experience system entirely.
We're currently simply resetting XP to 0 for the units which is is troublesome for. We could set it fancifully to make up for the increase in accuracy given by XP, but it will conflict with other accuracy-altering gadgets we have. You can't turn off the experience system on a per-unit basis.

imo, the actual accuracy values of the weapon (as in those returned by GetUnitWeaponState) should be altered, rather than fannying around with inaccessible multipliers.

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 21 Feb 2010, 21:01
by Argh
Personally, I'd go the other way, set it to 10K or something, so that it's as accurate as it's supposed to be. I just shut off the experience system entirely- if I want Units to have experience, I'll manage it manually by using Lua to change the accuracy stats of each weapon, like I do for Resistance Troopers, using GET WEAPON_ACCURACY. IIRC, there are some minor wrinkles- if you boost range past initial range, the CAI doesn't adjust properly, and there are probably other issues as well.

IOW, I'd like to see per-Unit, per-Weapon stuff actually work correctly, and I'd really like to see the whole "experience" system junked- if people want to boost stats for kills or hits or whatever, let 'em do it with Lua, all of the tools are there. It's just another hard-coded thing in the engine that's irrelevant and a waste of CPU because it's so inflexible as designed, imo.

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 21 Feb 2010, 22:52
by Evil4Zerggin
Argh wrote:I'd really like to see the whole "experience" system junked- if people want to boost stats for kills or hits or whatever, let 'em do it with Lua, all of the tools are there. It's just another hard-coded thing in the engine that's irrelevant and a waste of CPU because it's so inflexible as designed, imo.
Perhaps, but that seems unlikely to happen due to backwards compatibility with existing mods--and if engine experience is not removed, I would like my original request to be fulfilled if possible.

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 22 Feb 2010, 01:15
by SeanHeron
I agree with Evil4Zerggin - that way the Experience would at least be moderately useful for more games than it is now. So I support the feature request.

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 22 Feb 2010, 15:29
by 1v0ry_k1ng
experience is a useful method of getting feedback on wether a unit type is proving effective, it really pisses me off not having in ie, in EE

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 23 Feb 2010, 04:06
by Google_Frog
I think XP should be stripped of everything that is not significantly faster when run engine side. Mods can then implement their own bonuses from the XP.

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 23 Feb 2010, 10:29
by TheFatController
Google_Frog wrote:I think XP should be stripped of everything that is not significantly faster when run engine side. Mods can then implement their own bonuses from the XP.
Provided a non-buggy interface was added to give bonuses to individual units i'd agree, tho I suppose the setunithealth bug would get fixed on its own if XP was removed..

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 23 Feb 2010, 11:12
by Google_Frog
TheFatController wrote:
Google_Frog wrote:I think XP should be stripped of everything that is not significantly faster when run engine side. Mods can then implement their own bonuses from the XP.
Provided a non-buggy interface was added to give bonuses to individual units i'd agree, tho I suppose the setunithealth bug would get fixed on its own if XP was removed..
Of course.

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 23 Feb 2010, 22:19
by KDR_11k
TheFatController wrote:
Google_Frog wrote:I think XP should be stripped of everything that is not significantly faster when run engine side. Mods can then implement their own bonuses from the XP.
Provided a non-buggy interface was added to give bonuses to individual units i'd agree, tho I suppose the setunithealth bug would get fixed on its own if XP was removed..
You mean that the max health gets overwritten? Disabling XP already prevents that.

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 07 Mar 2010, 18:43
by Soul
When i first read this post i was quite bewildered since i interpreted the topic as XP users would have better accuracy/sprayangle bonuses then linux/mac users...

Then i realised that i was just being stupid. :oops:

I guess not playing Spring mods for awhile makes you forget such ingame things as unit xp.

Re: Un-Hardcode Accuracy/Sprayangle Bonuses With XP

Posted: 14 Mar 2010, 17:00
by 1v0ry_k1ng
you can set the amount HP gain and reload time scale with EXP

just puttng in a tag for accuracy and spray angle seems the easiest way to proceed