|
|
|
 |

October 8th, 2006, 09:18 PM
|
 |
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: SE-5 : Batteries & weapons
You say we cant add new abilities, but we can add AI Tag's?
Do the AI tags act like 'abilities'?
If so, then we can add new abilities...
|

October 8th, 2006, 09:26 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE-5 : Batteries & weapons
They act like abilities but they're finite in number.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

October 8th, 2006, 09:42 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SE-5 : Batteries & weapons
I think there is a semantic misunderstanding. You can not add any AI Tags. 20 such abilities are already defined by the game engine. You can use them, but you are not adding any new abilities by doing so.
|

October 8th, 2006, 09:56 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SE-5 : Batteries & weapons
You might be able to just make up names though for abilities. Blank abilities and the like are read by the game and can be used to add descriptions. I wonder if it might go one further and you can just create a fake name and reference that in other data files. I can test it out I guess.
|

October 9th, 2006, 12:04 AM
|
 |
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: SE-5 : Batteries & weapons
Well we were supposed to be able to make our own damage types, but I guess that is just in how we define/use formula of pre-existing damage types...I dont see how we can make our own abilities?
Would be nice for modding...
So if I remember the use of AI Tags from SEIV, its just a coded device to trick the AI into doing something within the game, that in stock it isnt already doing...?
|

October 9th, 2006, 12:06 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE-5 : Batteries & weapons
Damage types can be created. Abilities can't.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

October 9th, 2006, 12:13 AM
|
 |
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: SE-5 : Batteries & weapons
Quote:
Phoenix-D said:
Damage types can be created. Abilities can't.
|
I guess if you consider a damage type as being something relating to
Does_Component_Have_Ability(" Pre-Defined Game Element")
Or
Is_Component_Weapon
Which are abilities, or component/weapons with said ability. Yet if we cant make new abilities, then I would say NO, we cant really make new damage types. We more properly can only redefine damage types, that may not be currently part of stock...
|

October 9th, 2006, 12:31 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SE-5 : Batteries & weapons
Neither of those have anything to do with the concept of damage type, though. Damage type is only what is on this line:
Weapon Damage Type Formula := "Normal"
Abilities are not damage types, so the "does have ability" is not relevant.
Is_Component_Weapon() relates to this information:
Weapon Type := Direct Fire
It returns false only when the component has that value set to None (well, bad values of weapon type might also return false, who knows). It is not related to damage types or abilities in any way.
=0=
For reference, AI Tags do absolutely nothing. They do not inherently tell the AI anything. You can use them to force different AI behavior by calling that ability instead of the real ability of the item, but you can do that with any non-functional ability too (like facility resource generation abilities in SE4 components file). The AI Tag abilities are merely there for easier legibility.
|

October 9th, 2006, 12:43 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SE-5 : Batteries & weapons
Quote:
Kana said:...Does_Component_Have_Ability("Pre-Defined Game Element")...
|
Does_Component_Have_ Name(" Any Thing You Frickin' Want") would seem to disagree. 
|

October 9th, 2006, 12:59 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SE-5 : Batteries & weapons
Kana said:
NO, we cant really make new damage types.
I forgot to add: DamageTypes.txt would very strongly disagree with you, my friend. 
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|