![]() |
Component Data Weirdness
1 Attachment(s)
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:
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? |
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.. |
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:
<font class="small">Code:</font><hr /><pre> 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; } </pre><hr /> In addition, "Weapon Beam Speed" and "Seeker Turn Rate" seem to be optional data. |
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...) |
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. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: Component Data Weirdness
Quote:
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. |
Re: Component Data Weirdness
Quote:
Pictures --> UI --> Bmp_TechIcons.bmp |
Re: Component Data Weirdness
They all do. I'm not sure if its a typo or intentional, though.
|
Re: Un-Expected Results
Quote:
|
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"?
|
All times are GMT -4. The time now is 01:05 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.