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-   -   Armor Regeneration Question (http://forum.shrapnelgames.com/showthread.php?t=9775)

Lord Kodos June 26th, 2003 03:10 PM

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.

Suicide Junkie June 26th, 2003 07:11 PM

Re: Armor Regeneration Question
 
Negative numbers tend to wrap around to insanely large. (~64k)

Lord Kodos June 26th, 2003 07:49 PM

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.

Suicide Junkie June 26th, 2003 07:58 PM

Re: Armor Regeneration Question
 
No, -1 would be changed to a few hundred above 64,000 regen points.

Lord Kodos June 26th, 2003 08:06 PM

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?

Loser June 26th, 2003 08:21 PM

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. http://forum.shrapnelgames.com/image...s/rolleyes.gif Sorry.

Loser June 27th, 2003 01:25 AM

Re: Armor Regeneration Question
 
Quote:

Originally posted by Imperator Fyron:
They do not all have to be "armor" componenents, you know.
<font size="2" face="Verdana, Helvetica, sans-serif">That's what I'm thinking, man.


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