.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

ATF: Armored Task Force- Save $8.00
War Plan Pacific- Save $8.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old December 13th, 2006, 03:37 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Damage Types?

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"
Reply With Quote
  #2  
Old December 13th, 2006, 03:43 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Damage Types?

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..
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #3  
Old December 13th, 2006, 04:14 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Damage Types?

"A AND B" returns a bool.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #4  
Old December 13th, 2006, 04:15 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Damage Types?

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...
Reply With Quote
  #5  
Old December 13th, 2006, 07:48 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Damage Types?

We never had the ability to create fundamentally new types of "damage." That requires altering things on the code level.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #6  
Old December 14th, 2006, 01:13 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Damage Types?

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.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #7  
Old December 14th, 2006, 02:24 AM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Damage Types?

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.
Reply With Quote
  #8  
Old December 14th, 2006, 02:45 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Damage Types?

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.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #9  
Old December 14th, 2006, 05:03 AM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Damage Types?

So you are basically saying you can have one or the other in damage types on that given line, not both?

Quote:
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.
Reply With Quote
  #10  
Old December 14th, 2006, 10:20 AM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Damage Types?

Kana, do you recall Shear Planes? I think I just figured out how to make them break tractors.
__________________
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
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:35 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.