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Re: Modding SEV Thread Questions
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Re: Modding SEV Thread Questions
Can Formula's be used in any field, or are they restricted to certain hard-coded fields?
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Re: Modding SEV Thread Questions
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Re: Modding SEV Thread Questions
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Re: Modding SEV Thread Questions
I don't know for sure if the display can be changed or not..
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Re: Modding SEV Thread Questions
Fields that can use formulas are labeled "Blah blah Formula".
This line details the "range blocks": Weapon Space At Range Distance Increment := 10.0 If you were to change this to 1.0 and had a weapon go to 9 range, it would likely fill up the first row of range boxes (which would still read 10...90 since they are just a .bmp image). There's a couple of ways to modify accuracy. This line can change the rate that accuracy changes at range. Weapon Space To Hit Modifier Formula := 0 - ([%Range%] * 0.5) The above example would have accuracy decrease at half the range. That is at 50 range, it would have -25% penalty. Alternatively you can change this value: Weapon Space To Hit Modifier Formula := 25.0 Which adds a blanket 25% to hit at all valid ranges. |
Re: Modding SEV Thread Questions
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Basically I was looking for the Plasma Torpedo, from SE3, and Star Fleet Battles. The PT tracks like a seeker, and starts out with a set amount of damage, which decrease in range blocks the longer it takes to get to the target, but can be shot by beam weapons to decrease the damage it does. So basically the structure/HP of the seeker is equal to the current damage of the torpedo. 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 Min Damage Modifier Formula Weapon Space Max Damage Modifier Formula Weapon Seeker Tonnage Structure Formula Weapon Seeker Defense Modifier Formula I figure between all of these I can mod it to get what I want...just have to figure out how... |
Re: Modding SEV Thread Questions
Everything except the last part is doable.
I'm not entirely sure if you can tie the fields together like that.. |
Re: Modding SEV Thread Questions
In SE2 seekers by default lost damage potential as they were damaged... I wonder why Aaron took that out http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Modding SEV Thread Questions
Sorry to stretch the thread topic... but has anyone had any luck with planet textures? (in the models directory)
I've made several of them (256x256 24bit bmps) but for some reason they all crash the game when the minimap is used to switch to a system containing the new planet texture. I can't tell if I have the format wrong, if this is bug related, or if there is some tricky requirement for the texture designs. |
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