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-   -   Modding SEV Thread Questions (http://forum.shrapnelgames.com/showthread.php?t=30358)

Suicide Junkie November 2nd, 2006 11:35 AM

Re: More data weirdness
 
There is a bug in 1.08 that will allow those to match even though they shouldn't.

President_Elect_Shang November 3rd, 2006 06:24 PM

Re: More data weirdness
 
Why do troops run when they have only received minor damage? I mean seriously; I have seen troops who have lost a little over half their armor turn and run. What setting controls this?

Edit: I seem to have a problem with what appears a simple question. Maybe I need more coffee? Anyway I want a component that will base its level off of two other tech areas.

Get_Empire_Tech_Level("Industrial Tech") >= (1 + ([%Level%] - 1)) Get_Empire_Tech_Level("High Tech") >= ([%Level%] - 1)

So when a player has Industrial Tech 2 and High Tech 3 the resulting item will have a level of 5 (2+3=5). How would I write that one?

President_Elect_Shang November 4th, 2006 02:44 AM

Re: More data weirdness
 
bump

Captain Kwok November 4th, 2006 11:46 AM

Re: More data weirdness
 
PES - It was a bug with troops. It has been fixed post v1.08, so looked for it in Mon/Tue patch.

President_Elect_Shang November 4th, 2006 12:10 PM

Re: More data weirdness
 
Cool, what about the second part of my question; the edited in portion?

Elsemeravin November 6th, 2006 04:19 AM

Re: More data weirdness
 
Some time ago we talked about creating a weapon whose damage was depending on some other component (like batteries for electric weapons).

I tried with the following:

Weapon Type := Direct Fire
Weapon Delivery Type := Energy Bolt
Weapon Target Type List := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Building
Weapon Damage Type Formula := "Normal"
Weapon Space At Range Distance Increment := 10.0
Weapon Space Min Damage At Range := 0.0
Weapon Space Max Damage At Range := 0.0
Weapon Space To Hit Modifier At Range := 0.0
Weapon Space Min Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * Get_Design_Ability_Total("AI Tag 02",1) , 0)
Weapon Space Max Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * Get_Design_Ability_Total("AI Tag 02",1) , 0)
Weapon Space To Hit Modifier Formula := 0
Weapon Ground At Range Distance Increment := 10.0
Weapon Ground Min Damage At Range := 0.0
Weapon Ground Max Damage At Range := 0.0
Weapon Ground To Hit Modifier At Range := 0.0
Weapon Ground Min Damage Modifier Formula := 0
Weapon Ground Max Damage Modifier Formula := 0
Weapon Ground To Hit Modifier Formula := 0 - [%Range%]
Weapon Reload Rate MS Formula := 10000
Weapon Display Type := Bolt
Weapon Space Display Effect Name := Small Bolt 6
Weapon Ground Display Effect Name := Bolt 6
Weapon Explosion Effect Name := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name := Small Telekinetic Projector
Weapon Bolt Speed := 0.06

and the link component has:

Ability 3 Type := AI Tag 02
Ability 3 Description := Provides the ship with 5kT of strength.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 5
Ability 3 Amount 2 Formula := 0


But it seems the function Get_Design_Ability_Total does not work in this formula. Would someone have an idea about this problem ? http://forum.shrapnelgames.com/image...s/confused.gif

Thanks in advance http://forum.shrapnelgames.com/image...es/biggrin.gif

shinigami November 6th, 2006 08:29 AM

Re: More data weirdness
 
Have you tried:

Weapon Space Min Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * (Get_Design_Ability_Total("AI Tag 02")) , 0)
Weapon Space Max Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * (Get_Design_Ability_Total("AI Tag 02")) , 0)

President_Elect_Shang November 6th, 2006 10:20 AM

Re: More data weirdness
 
Quote:

Elsemeravin said:
But it seems the function Get_Design_Ability_Total does not work in this formula. Would someone have an idea about this problem ? http://forum.shrapnelgames.com/image...s/confused.gif

I tried the same ability only it was on a ship in the VehicleSizes.txt; it didn’t work there either. I wonder if the formula works. If it does maybe we just need an example from Aaron to get it working right.

Can anyone tackle my question? I want to make a component whose total level is based on the total of two tech areas. Here is what I have so far:

Get_Empire_Tech_Level("Industrial Tech") >= (1 + ([%Level%] - 1)) OR Get_Empire_Tech_Level("High Tech") >= ([%Level%] - 1)

In my test game I have not gotten far enough to attain High Tech 1. I have only reached Industrial Tech 2 and thus far the components level is “Level 2” right where it should be. So does anyone want to take a stab at this?

Phoenix-D November 6th, 2006 11:57 AM

Re: More data weirdness
 
That won't give you the total of the two, PES. What it'll do is base the level on the higher of the two (most likely..).

If you want it based on the average between the two, it'd be simpler to do:
((Get_Empire_Tech_Level("Industrial Tech") + Get_Empire_Tech_Level("High Tech")) / 2) >= (1 + ([%Level%] - 1))

President_Elect_Shang November 6th, 2006 02:15 PM

Re: More data weirdness
 
So I am allowed to add them together in one line... ahh!
I thought I had to seperate them with something, like AND, OR, anything. Cool!


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