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Unit Accuracy?

Posted: 19 Apr 2005, 03:01
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

Posted: 19 Apr 2005, 03:17
by [K.B.] Napalm Cobra
Modding thing.

Posted: 19 Apr 2005, 04:27
by Shade
How so? Wouldn't a firing mechanism be built into the TA core...? Trajectory and so on?

Posted: 19 Apr 2005, 05:38
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.

Re: Unit Accuracy?

Posted: 19 Apr 2005, 11:08
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.

Posted: 19 Apr 2005, 13:46
by Redfish
I think if you use hpiview to view the gp3 in your ta dir you'll find all the information you require.

Posted: 19 Apr 2005, 14:36
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).

Posted: 19 Apr 2005, 16:25
by Shade
Nice! Thanks guys, I just wanted more information on how the new engine worked.... That was most helpful.

-Shade

Posted: 21 Apr 2005, 15:06
by zwzsg
It's not the new engine, it's the old engine!

Posted: 21 Apr 2005, 19:15
by Shade
Well, then I know how the old one works... Equally as good.