Log in

View Full Version : Armor Regeneration Question


Loser
June 25th, 2003, 02:03 PM
From Fyron's Modding Tutorial (http://galileo.spaceports.com/~kazharii/ModdingTutorial.html)
Armor Regeneration
Value1 = The amount of structure points regenerated per combat turn.
Value2 =
Valid in Components.txt, VehicleSize.txt

Having this ability with Value1 at least 1 allows the component to regenerate in combat. All of the regeneration abilities for all components with this ability is added up, and this many hit points of damage to such components can be repaired each combat turn. After combat, all components with this ability will be repaired.<font size="2" face="Verdana, Helvetica, sans-serif">About this ability:

If this ability is given to a Component, or to all Components, with a Value1 of zero, will those Components, no matter how damaged, be fully repaired after battle?

If a whole ship was made out of this stuff, would complete destruction be the only way to actually stop it?

Suicide Junkie
June 25th, 2003, 03:03 PM
An ability amount of zero will not make it regenerate at all... you need an amount of one or more.

But other than that, yes.

Loser
June 25th, 2003, 04:51 PM
So with a Value1 of zero they will not regenerate during combat, but will components with this Ability destroyed in combat restore themselves afterward?

General Woundwort
June 25th, 2003, 08:11 PM
Only damage points can regenerate - destroyed components can only be replaced by Repair Modules or Space Yards.

Phoenix-D
June 25th, 2003, 08:15 PM
"Only damage points can regenerate - destroyed components can only be replaced by Repair Modules or Space Yards"

This is incorrect. Organic Armor will regenerate between combats; the blown off sections come back. (does the same thing IN combat too, just more slowly)

Loser
June 25th, 2003, 08:41 PM
Originally posted by Phoenix-D:
Organic Armor will regenerate between combats; the blown off sections come back. (does the same thing IN combat too, just more slowly)<font size="2" face="Verdana, Helvetica, sans-serif">Even if Value1 is zero?

Phoenix-D
June 25th, 2003, 08:50 PM
If there is -another- component intact with Value 1 greater than 0, yes. If all the components have a value of 0..I'd have to test that.

Loser
June 25th, 2003, 08:54 PM
one intact component would be necessary to keep the entire ship from being destroyed.

And one component with a Value1 greater than zero in the ship design would be acceptable. But we couldn ot be certian that component would be the Last one busted. If all the Value1=0 compnents regenerate... well that's exactly what I would be looking for.

[ June 25, 2003, 20:02: Message edited by: Loser ]

Fyron
June 25th, 2003, 11:57 PM
They do not all have to be "armor" componenents, you know.

Ed Kolis
June 26th, 2003, 02:28 AM
Hmm sounds like something useful for Monst--

(is quickly gagged by Fyron, Phoenix-D, and Loser)

mf-mf, mmf mmf MMMF mmf mf-mf mf-mf mmf mm-mm-mf!

(translation: "OK, so I WON'T give Rollo any more suggestions!"

http://forum.shrapnelgames.com/images/icons/icon12.gif

Lord Kodos
June 26th, 2003, 03:10 PM
hmm... while we are on the subject, can one set the Regen value to something negative, and have a component damage itself between combat? Then we could make unstable components and stuff.

Suicide Junkie
June 26th, 2003, 07:11 PM
Negative numbers tend to wrap around to insanely large. (~64k)

Lord Kodos
June 26th, 2003, 07:49 PM
But would it work? Like for LR mod I want to make a Reactor that is very potent, but highly unstable and is breaking up from the moment you build it.

Suicide Junkie
June 26th, 2003, 07:58 PM
No, -1 would be changed to a few hundred above 64,000 regen points.

Lord Kodos
June 26th, 2003, 08:06 PM
Lmao. And you know how afterburners give combat movement? If i set that ability to negative would it still go all flippy outty?

Loser
June 26th, 2003, 08:21 PM
Sounds like the string parser that read the text files properly interprets the negative numbers, and stores them in an appropriate twos-complement format. Then the game takes the twos-complement negative number, and treats it like an unsigned integer. Negative one would become 65,535.

Of course, anyone reading this who understands the term "two-complement" also already knew what was happening and had no need for my explanation. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Sorry.

Loser
June 27th, 2003, 01:25 AM
Originally posted by Imperator Fyron:
They do not all have to be "armor" componenents, you know.<font size="2" face="Verdana, Helvetica, sans-serif">That's what I'm thinking, man.