Page 1 of 2
Can someone wiser than me explain these?
Posted: 09 Nov 2005, 00:32
by Caydr
In 0.66b1, the following things are in the changelog:
autoHeal-health per second that a unit allways will be autohealed for (default 0)
[does this replace the Healtime tag? Does healtime still work? Did healtime EVER work in Spring?]
impulsefactor-Explosion impulse will be multiplied by this
[Is this the shockwave power of an explosion? Does this mean the lofty SYs turned their gaze to my pleas for compassion from nuke-strength EMP bomb explosions?]
This last one (if it's what I think it is), combined with them fixing the air-transport-stuck-at-one-height bug, really just makes me love the SYs even more. There is now officially nothing I can't do in this engine

Posted: 09 Nov 2005, 00:49
by Gnomre
Yes, it replaces Healtime. No, healtime never worked. It took a lot of convincing on IRC, but we got them to add that healing stuff as tags
Yes, that's the shockwave power. Had to poke at them a little for that as well, but it didn't take much it seems. I'm particularly proud of getting NoSelfDamage in there with minimal Swede poking involved

Posted: 09 Nov 2005, 00:49
by Archangel of Death
The old healtime tag never worked in Spring, and everything had an autoregen of 10 hp per second after some amount of idleness, not sure how long. Now you can set that to whatever you want and set a separate one for when it is in combat. The amount of control is far better than it was in ota, finally!
And yes, that is what impulsefacter is. You could make your 64 aoe 20 damage weapon throw stuff clear into orbit, or your 700 aoe 6000 damage emp mine not throw stuff around! (etc. etc.) I was hoping for more complete control though, like making explusion impulses factor in special damages or being adjustable against certain units (even though I imagine it would be for to excessively complicated to do this with the armor system, as it means it is no longer directly linked to the unit itself).
Edit: Darn! Took to long!
Posted: 09 Nov 2005, 00:52
by Zoombie
So dose this mean you can creat nonleathl guns by makeing there damge zero, but have there shockwave be so powerfull it sends krogoths flying?
That would be cool!
Posted: 09 Nov 2005, 00:53
by Archangel of Death
0 would probably be an impulse of 0 strength, and 0 times any number still equals 0. You might try 1 however.
Posted: 09 Nov 2005, 00:55
by Gnomre
Last time I tried, a damage value of 0 caused a blue screen (division by zero). That was in the 0.4x or 0.5x days, though, so they may have since fixed it... I'm not really keen on testing that one myself, though

Posted: 09 Nov 2005, 00:55
by Zoombie
gotch. I'll call them concussive launcers.
Posted: 09 Nov 2005, 01:24
by jcnossen
0 would probably be an impulse of 0 strength, and 0 times any number still equals 0. You might try 1 however.
Exactly, just to clarify: impulsefactor is a factor by which the impulse is multiplied. The original impulse is still calculated based on damage and distance. Take care though with putting it on values that are too high, the engine doesn't handle units that fly off the map well. Somehow they get placed back on the map after a while.
the heal tags were not my job, so I can't comment on them. Ask yeha if you need more info.
Posted: 09 Nov 2005, 01:41
by Caydr
Does the impulse factor affect the size of crater that's made as well? Or is that something else entirely?
Posted: 09 Nov 2005, 01:45
by PauloMorfeo
Zaphod wrote:... the engine doesn't handle units that fly off the map well. Somehow they get placed back on the map after a while.
...
Like in Azure when they fall off to the swamp that has 0 move speed for all classes, meaning they shouldn't be there, and re-apear after a while in the fortress.

Posted: 09 Nov 2005, 03:11
by jcnossen
Does the impulse factor affect the size of crater that's made as well? Or is that something else entirely?
Not right now, although that can be changed if wanted.
Posted: 09 Nov 2005, 04:23
by Warlord Zsinj
I think units that have been thrown off the side of the map could be reasonably considered destroyed.
Did you get around to adding the "walk" animation for units that are flying through the air, so that they flail a bit? I think the impulse tag would make this more necessary...
Posted: 09 Nov 2005, 05:18
by Caydr
Zaphod wrote:
Does the impulse factor affect the size of crater that's made as well? Or is that something else entirely?
Not right now, although that can be changed if wanted.
Well, for an EMP explosion to leave a massive smoking crater the size of texas yet not cause any damage... I mean... Certainly the ability to reduce the shockwave effect is a great first step, but it needs to be taken a little further, I think. Weapons that cause no shockwave could not conceivably cause ground damage in the real world.
Posted: 09 Nov 2005, 09:23
by SwiftSpear
Caydr wrote:Zaphod wrote:
Does the impulse factor affect the size of crater that's made as well? Or is that something else entirely?
Not right now, although that can be changed if wanted.
Well, for an EMP explosion to leave a massive smoking crater the size of texas yet not cause any damage... I mean... Certainly the ability to reduce the shockwave effect is a great first step, but it needs to be taken a little further, I think. Weapons that cause no shockwave could not conceivably cause ground damage in the real world.
high impulse wouldn't work so well for EMP... If it isn't strong enough to dig a hole out of the ground it probably isn't strong enough to send a couple hundred tonnes of steel flying.
Posted: 09 Nov 2005, 10:19
by Caydr
That's exactly my point. I don't want a harmless EMP radiation field to deform the terrain the way it does now. I mean, for the high-end paralyzing stuff in AA, the paralyzation "damage" is sometimes in excess of 20,000 units spread over 768 AoE. That's a freaking gigantic crater for something that doesn't create any shockwave or damage units!
(again just to be clear, I want emp explosions to NOT damage terrain, NOT leave ground scars... sorry if my argument made it seem I was wanting the opposite!)
Posted: 09 Nov 2005, 14:30
by jcnossen
If it doesn't actually damage units, then the impulsefactor has nothing to do with it. If there is no damage there will be no impulse and no crater either. ..

Posted: 09 Nov 2005, 20:58
by Caydr
Posted: 09 Nov 2005, 21:54
by Torrasque
Could it be possilbe to make a new explosion class to have different effect?
(Like the different weapon class)
Posted: 09 Nov 2005, 22:16
by SwiftSpear
I understand what caydr is saying now. Paralizers work with a damage tag, with damage determining the ammout of HP the unit will be paralized if it is under rather then acctual damage being deducted from the unit's current HP. Therefore, because ground deformation reads from the damage figure, EMP weapons leave massive holes in the ground, even though they can do no HITPOINT damage. EMP weapons should have thier high damage figure with a virtually non existant shockwave. They should have nearly zero impulse, and also cause nearly no crater. Cayder needs the low impulse values (like 0) to simulate realistic EMP explosions, he doesn't want to add more shockwave to a weapon that doesn't produce a shockwave.
Posted: 09 Nov 2005, 22:22
by Caydr
Right.