View Full Version : Damage Types?
Kana
December 13th, 2006, 03:37 PM
Correct me if I'm wrong, but since this line in the components.txt file is a formula then...
Weapon Damage Type Formula := "Normal"
This means that we can add more than one damage type to that line...yes I'm sure many of you have realized this already, and I'm just slow, I just didnt remember seeing this posted anywhere...
So is this a legal forumla?
Weapon Damage Type Formula := "Normal" AND "Pushes Target"
"Pushes Target"
Phoenix-D
December 13th, 2006, 03:43 PM
I haven't tried it, but probably not. AFAIK weapons can only have one damage type at a time.
You could sort of fake it like this though:
iif(random(0,100) > 50, "Normal", "Pushes Target"
That may not work. I'm not sure of the syntax for the Random function, and I don't know if its calculated every shot or just when the game loads..
Fyron
December 13th, 2006, 04:14 PM
"A AND B" returns a bool.
Kana
December 13th, 2006, 04:15 PM
Well if it is true then the whole damage types thing is just crap as I've said before...
How are we supposed to mod any form of special effects with only the base damage type abilities given...(dont argue with me on this) and the few things that we can tweak in reference to the name of the damage type, the percentages of damage and penetration versus the already designed component ability types for shields and armor.
I still contend that we have no 'real' ability to create new damage types and implement them...
Fyron
December 13th, 2006, 07:48 PM
We never had the ability to create fundamentally new types of "damage." That requires altering things on the code level.
Captain Kwok
December 14th, 2006, 01:13 AM
I wouldn't say the ability to create damage types is completely nerfed, for example I can create custom types with specific effects versus a single component or facility or armor type etc. That's still a decent feature to have.
Anyway have you tried adding damage percents against internals, armor and shield types with the push target damage type? I'm thinking you can make it do 500% damage to internals/shields/armor (approx. regular damage for another weapon) while pushing the target a reasonable range as specified in the damage formula for the weapon.
Kana
December 14th, 2006, 02:24 AM
I haven't tried, I was just wondering, it is a formula line, I was just wondering what kind of syntax would be usable on that line. Currently the only ones I've seen are the "quoted" variety.
Phoenix-D
December 14th, 2006, 02:45 AM
Any syntax that results in a quoted damaged type works. That means you mostly have to use If statements.
Say you have damage types A, B, and C.
1+1 would not be a valid formula. iif(1+1 > 2, "A", "B") would be. That formula would always return damage type B, but you get the idea.
A more useful formula is iif([%Level%] > 5, "A", "B"). That'll make the weapon do damage type A levels 1-5, and B thereafter.
Kana
December 14th, 2006, 05:03 AM
So you are basically saying you can have one or the other in damage types on that given line, not both?
I wouldn't say the ability to create damage types is completely nerfed, for example I can create custom types with specific effects versus a single component or facility or armor type etc. That's still a decent feature to have.
Your right, I just didnt really see it that way...yet it would be nice to be able to combine more than one effect at the same time.
President_Elect_Shang
December 14th, 2006, 10:20 AM
Kana, do you recall Shear Planes? I think I just figured out how to make them break tractors.
Phoenix-D
December 14th, 2006, 01:38 PM
Right. As far as I can tell, SE5 only allows one damage type to be applied at a time.
Suicide Junkie
December 14th, 2006, 01:43 PM
Yet again, my simple submunitions suggestion way back when, would have been allowing all this and more...
se5a
December 14th, 2006, 02:49 PM
that would have been cool.
President_Elect_Shang
December 14th, 2006, 06:35 PM
Suicide Junkie said:
Yet again, my simple submunitions suggestion way back when, would have been allowing all this and more...
Mmmm?
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