|
|
|
|
|
November 1st, 2006, 06:37 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Component Data Weirdness
OK, I'm almost done with the component editor, but I've run into a little snag. I'm not sure if this is because of a bad assumption on my part or that the original data has some errors.
On any weapon component, there are a few extra values at the bottom of the component data - one of these sets:
- Weapon Beam Burn Color, Weapon Beam Duration, Weapon Beam Speed
- Weapon Beam Burn Color, Weapon Beam Duration
- Weapon Bolt Speed
- Weapon Seeker Speed Formula,Weapon Seeker Turn Rate,Weapon Seeker Tonnage Structure Formula,Weapon Seeker Defense Modifier Formula
- Weapon Seeker Speed Formula,Weapon Seeker Tonnage Structure Formula,Weapon Seeker Defense Modifier Formula
I originally thought that these were controlled solely by the setting of "Weapon Delivery Type". For the most part, that's true, but then I started finding exceptions to that. So I analyzed a bit deeper and now I find that there really isn't a reliable pattern to determine which of the above sets a weapon will use. The only thing that does seem to hold true is that they will only use one of the above sets.
Is there a pattern I'm missing or are there errors in the data .. or ?
I've attached a spreadsheet with a breakdown of values from Captain Kwok's Balance Mod 0.92 (which is what I've been using as a base data set to test with). Change the extension to .csv to load it into excel easily.
Specifically, if I were to use Weapon Type and Weapon Delivery Type as a dual-key, then I could determine the Firing Type except for 2 anomalies: Shield Imploder and Alloy Burner Missile. Are these errors in the data or should I just figure that any of the above sets are possible for any weapon?
|
November 1st, 2006, 06:56 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Component Data Weirdness
Thge "weapon delivery type" doesn't actually MEAN anything- the only time its ever references is "Weapon Delivery Type Damage Reduction" ability.
Try checking against the "weapon type", instead.
I think the "alloy burner missile" thing is a typo.
As far as I can tell, SEV simply ignores types it doesn't use, so this set should be safe:
Bolt: Weapon Bolt Speed
Seeker: Weapon Seeker Speed Formula,Weapon Seeker Turn Rate,Weapon Seeker Tonnage Structure Formula,Weapon Seeker Defense Modifier Formula
Beam: Weapon Beam Burn Color, Weapon Beam Duration, Weapon Beam Speed
Point-Defense: any of the above.
Or just let the user select one of the groups manually..
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
November 1st, 2006, 07:09 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Component Data Weirdness
I'm kind of figuring that the Shield Imploder and Alloy Burner Missile are typos, so I've decided to use the following algorithm:
Code:
public WeaponInfo.FiringType GetFiringType()
{
if( Type.Equals( "Direct Fire" )
|| Type.Equals( "Point-Defense" ) )
{
if( DeliveryType.Equals( "Energy Beam" ) )
{
return FiringType.BEAM;
}
else if( DeliveryType.Equals( "Energy Bolt" )
|| DeliveryType.Equals( "Missile" )
|| DeliveryType.Equals( "Projectile" ) )
{
return FiringType.BOLT;
}
}
else if( Type.Equals( "Seeking" ) )
{
if( DeliveryType.Equals( "Missile" ) )
{
return FiringType.SEEKER;
}
}
else if( Type.Equals( "Warhead" ) )
{
if( DeliveryType.Equals( "Warhead" ) )
{
return FiringType.BEAM;
}
}
return FiringType.NONE;
}
In addition, "Weapon Beam Speed" and "Seeker Turn Rate" seem to be optional data.
|
November 1st, 2006, 08:20 PM
|
Corporal
|
|
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Component Data Weirdness
Does someone would know the name of the file containing the pictures for research ? I looked for it but cannot find it amound the whole large set of pictures and there doesn't seem to have a dedicated directory for these.
Thanks in advance for the information (as I guess everyone else but me knows...)
|
November 1st, 2006, 08:28 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Component Data Weirdness
Seeker turn rate *is* optional, but without it a seeker will have a turn rate of 0. So its kind of important.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
November 1st, 2006, 08:33 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Component Data Weirdness
Quote:
Phoenix-D said:
Seeker turn rate *is* optional, but without it a seeker will have a turn rate of 0. So its kind of important.
|
Well, then, these weapons all have turn rates of 0...
Crystalline Torpedo
Anti - Matter Torpedo
Gamma Pulse Torpedo
Graviton Hellbore
Null - Space Projector
Plague Bomb
Viral Bomb
Carcinogenic Bomb
Nanovirus Bomb
Mutagenic Bomb
Toxic Injector
Small Anti - Matter Torpedo
Makes sense for these, I guess, since neither torpedoes nor bombs are meant to be turned after firing, I would guess. Not sure about Graviton Hellbore or Null - Space Projector, though.
|
November 1st, 2006, 08:35 PM
|
|
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Component Data Weirdness
Quote:
Elsemeravin said:
Does someone would know the name of the file containing the pictures for research ? I looked for it but cannot find it amound the whole large set of pictures and there doesn't seem to have a dedicated directory for these.
Thanks in advance for the information (as I guess everyone else but me knows...)
|
From your installation directory of SE5 go to:
Pictures --> UI --> Bmp_TechIcons.bmp
__________________
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
|
November 1st, 2006, 08:41 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Component Data Weirdness
They all do. I'm not sure if its a typo or intentional, though.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
November 2nd, 2006, 12:53 AM
|
|
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Un-Expected Results
Quote:
Kana said:
Well if modders release small inovative parts of their mods, and allow other to use and disect them, we all can make and play even better mods...
|
I don�t mind sharing the text file when I am done putting it together. I didn�t mean to sound as if I didn�t want to share; just that I never considered that it would technically constitute a mod and could be released as such. I may just do that when I complete it.
__________________
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
|
November 2nd, 2006, 02:00 AM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
More data weirdness
There are a number of weapons in components.txt that have "Weapons Platform" as elements of "Can Be Placed On Vehicle Types". I'm assuming that this is an error in the base data files? Or will the game accept that as well as "Weapon Platform"?
|
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
|
|
|
|
|