|
|
|
|
 |

October 17th, 2006, 11:48 AM
|
 |
Second Lieutenant
|
|
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Case statements
About the case statement of the form:
case my_var
1:
2:
call Task_One
3:
call Task_Two
endcase
1). if my_var = 1, does it call Task_One?
----- Invalid (empty) case statement; won't compile
2). if my_var = 2, does it also call Task_Two?
----- No.
3). if my_var = 0, does it skip both tasks?
----- Yes.
|

October 17th, 2006, 04:44 PM
|
|
Corporal
|
|
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Plague extension
I was thinking it would be nice to extend the current plague system, maybe as follow:
1] Be able to use a formula for the amount of damage each turn, depending on the turn number (could make damage go down, like plague becoming less active, or up exponentially to force a quick resolve and simulate pandemia).
2] To be able to use amount2 as a "plague type". In that case a plague prevention component/factory could only cure the corresponding "plague type" (or several if several such abilities modded in the facility).
This way we could create plague used as virus, destroying only master computers, or facilities and so on.
|

October 17th, 2006, 05:31 PM
|
 |
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Plague extension
Well if the plague entry has a formula line then you can make some kind of formula. Any line in the data files, that has the word 'formula' in it, can have a formula.
|

October 17th, 2006, 06:01 PM
|
|
Corporal
|
|
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Plague extension
But do you know the variable (like %range%) corresponding to the number of turns ?
|

October 18th, 2006, 12:45 AM
|
 |
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Plague extension
This line comes from the components text but where is “Beam 10”? In the effects folder I see Beams_01 to 07 and there appears to be 4 beams per bit map. What if I want to change a weapon to another display beam type? I hope the modding gets easier as the game is developed more, or at least a really good guide is created!
Anti-Proton Beam
Weapon Space Display Effect Name = Beam 10
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
|

October 18th, 2006, 01:22 AM
|
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Plague extension
That's specified in BitmapEffects_SpaceCombat.txt.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

October 18th, 2006, 01:35 AM
|
 |
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Plague extension
You see now I was thinking that, hence the reference to 4 per bit map. I just didn’t want to say it and sound nuts. 
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
|
| 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
|
|
|
|
|