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  #11  
Old June 26th, 2003, 03:10 PM
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Default Re: Armor Regeneration Question

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.
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  #12  
Old June 26th, 2003, 07:11 PM
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Default Re: Armor Regeneration Question

Negative numbers tend to wrap around to insanely large. (~64k)
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  #13  
Old June 26th, 2003, 07:49 PM
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Default Re: Armor Regeneration Question

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.
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  #14  
Old June 26th, 2003, 07:58 PM
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Default Re: Armor Regeneration Question

No, -1 would be changed to a few hundred above 64,000 regen points.
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  #15  
Old June 26th, 2003, 08:06 PM
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Default Re: Armor Regeneration Question

Lmao. And you know how afterburners give combat movement? If i set that ability to negative would it still go all flippy outty?
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  #16  
Old June 26th, 2003, 08:21 PM

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Default Re: Armor Regeneration Question

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. Sorry.
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  #17  
Old June 27th, 2003, 01:25 AM

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Default Re: Armor Regeneration Question

Quote:
Originally posted by Imperator Fyron:
They do not all have to be "armor" componenents, you know.
That's what I'm thinking, man.
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