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  #21  
Old November 28th, 2006, 04:36 PM
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Default Re: Component.txt Knowledge Base

Destroyed On use only works with items that can receive "use" orders from the player.
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  #22  
Old November 28th, 2006, 05:27 PM
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Default Re: Component.txt Knowledge Base

You could do the SE:IV eqivalent of making the reload time > the combat time. This would make a 1-shot weapon.
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  #23  
Old November 28th, 2006, 06:03 PM
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Default Re: Component.txt Knowledge Base

What am I just confusing here? First CPT Kwok repeats what I said and now you do too Slick. This is a conspiracy to drive me crazy isn’t it? All of you are trying to make me think I never said those things! I’m not losing it, I’m in perfect control! Isn’t that right PE Shang? I don’t see what you’re talking about Ed.
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  #24  
Old December 4th, 2006, 01:24 AM
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Default Re: Component.txt Knowledge Base

Ok, what I am attempting is to change master computers to be slightly like SEIV, meaning that as you reasearch them, the space used goes down. I have tried several variations to get the Tonnage to drop in 10Kt increments , but they do not seem to work. Here is an example:
40 - ((int(([%Level%] - 1)) / 7) * 10)
have also tried it using trunc(), and several variations of nesting.

The problem is that neither int() nor trunc() seem to actually work, so the tonnage is decreasing by 2 or 3 Kt increments, instead of 10Kt every few levels as intended.

Any suggestions?
Thanks!
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  #25  
Old December 4th, 2006, 03:05 AM
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Default Re: Component.txt Knowledge Base

maybe an iif statement, but I don't know how it is used
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  #26  
Old December 4th, 2006, 09:18 AM
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Default Re: Component.txt Knowledge Base

Quote:
DeadMilkman said:
Ok, what I am attempting is to change master computers to be slightly like SEIV, meaning that as you reasearch them, the space used goes down. I have tried several variations to get the Tonnage to drop in 10Kt increments , but they do not seem to work. Here is an example:
40 - ((int(([%Level%] - 1)) / 7) * 10)
have also tried it using trunc(), and several variations of nesting.

The problem is that neither int() nor trunc() seem to actually work, so the tonnage is decreasing by 2 or 3 Kt increments, instead of 10Kt every few levels as intended.

Any suggestions?
Thanks!
Your question is a little confusing; before I can answer let me make sure I know what you want to do. You want the Master Computer to go up every level but you want the space taken to go down by 10kt every seven levels? Or do you want it to go down every level? What does the “int” you are using in your formula mean; Intelligence?

If you want it to go down every level than use: (40 – ([%Level%] * 10) but once you hit level 4 you will have a 0 ton component. You see why I am asking now?
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  #27  
Old December 4th, 2006, 11:53 AM

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Default Re: Component.txt Knowledge Base

I'm not exactly sure where this question should go, but it is about the component.txt file so I suppose this is the best place.
I was told once that SEV still supports the old SE4 weapon damage system (i.e. not formulas but instead 30,30,25,25,20,20 etc).
But I still cannot find a clear answer on exactly how to do it. I think Iremember you have to use the "Weapon Space Min/Max Damage At Range" fields, but no matter how I input the figures it never seems to work, I've tried spaces in between the numbers, tabs, commas, it just won't work.
Any help would be much appreciated, thank you.
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  #28  
Old December 4th, 2006, 01:08 PM
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Default Re: Component.txt Knowledge Base

I thought Imperator Fyron at one time describe a method that was a sort of back door which allowed you to do just that. Unfortunately I don’t recall how he said to do it. I have sent him a PM asking so he (or me if he sends the message to me and not here) should be getting back to you very soon. This was the right place for this question by the way. If nothing else it can be done in a formula but I suspect you already know this.
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  #29  
Old December 4th, 2006, 02:19 PM
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Default Re: Component.txt Knowledge Base

Technically, it was SJ.

Take a look at a snippet from the DUC:

Weapon Space At Range Distance Increment := 10.0
Weapon Space Min Damage At Range := 0.0
Weapon Space Max Damage At Range := 0.0
...
Weapon Space Min Damage Modifier Formula := blah formula we don't care about
Weapon Space Max Damage Modifier Formula := blah formula 2

The Damage At Range lines are exactly like SE4, except you can use decimals. They are a space-delimited listing of damage values. The range increment is moddable, as you can see from the first line. IIRC, the first value is used at ranges up to the distance increment, the second value is used at ranges up to 2x the distance increment, and so on.

Damage done at any range is the sum of the appropriate value from the Damage At Range list and the result of the Damage Modifier Formula (the damage is random between the Min and Max values).

Let's take an example:

Weapon Space At Range Distance Increment := 20.0
Weapon Space Min Damage At Range := 50.0 40.0 30.0
Weapon Space Max Damage At Range := 50.0 40.0 30.0
...
Weapon Space Min Damage Modifier Formula := iif([%Range%] < 60, (5 * ([%Level%] - 1)), 0)
Weapon Space Max Damage Modifier Formula := iif([%Range%] < 60, (5 * ([%Level%] - 1)), 0)

This is a range 60 weapon that increases damage by 5 per level. A short chart of resultant damage at range values (taken at increments of 10 to look like SE4 damages):

L1: 50 50 40 40 30 30
L2: 55 55 45 45 35 35
L3: 60 60 50 50 40 40
L4: 65 65 55 55 45 45
L5: 70 70 60 60 50 50
...
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  #30  
Old December 4th, 2006, 02:23 PM
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Default Re: Component.txt Knowledge Base

Quote:
DeadMilkman said:
Ok, what I am attempting is to change master computers to be slightly like SEIV, meaning that as you reasearch them, the space used goes down. I have tried several variations to get the Tonnage to drop in 10Kt increments , but they do not seem to work. Here is an example:
40 - ((int(([%Level%] - 1)) / 7) * 10)
Erm... what is wrong with just:

40 - (([%Level%] - 1) * 10)

(excessive parenthesis cause I still don't trust SE5's order of operations...)

If that doesn't produce the desired results, you have found a bug and should report it to se5 at malfador.com (with as simple a data file as you can send).
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