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Armor.txt
Posted: 13 Nov 2005, 12:09
by PauloMorfeo
Can anyone explain me how it works?
In armor.txt, we have lists like:
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;
}
}
Posted: 13 Nov 2005, 12:18
by Kuroneko
yes
Posted: 13 Nov 2005, 15:03
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.
Posted: 13 Nov 2005, 19:08
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?
Posted: 13 Nov 2005, 20:03
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.
Posted: 13 Nov 2005, 20:49
by SwiftSpear
oshitbrb
Re: Armor.txt
Posted: 14 Nov 2005, 10:28
by PauloMorfeo
Ok, thanks! That's what i thought.
I supose that if this hapens, it must not be very good:
In armor.txt:
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?
Posted: 14 Nov 2005, 10:30
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.
Posted: 14 Nov 2005, 11:07
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?
Posted: 15 Nov 2005, 01:17
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
Posted: 15 Nov 2005, 14:15
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...