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June 6th, 2007, 05:52 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Question on SEV
Use the map compiler in the SE5\Utilities folder.
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June 6th, 2007, 10:52 PM
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Sergeant
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Join Date: Jun 2004
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Re: Question on SEV
All I have is Scriptparser, shipsetviewer, and techchart.
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June 7th, 2007, 01:11 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Question on SEV
Make sure to update to 1.35.
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June 21st, 2007, 05:34 PM
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Sergeant
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Re: Question on SEV
Ok, can someone explain how to change dmg and rng on a weapon? Feel free to use the DUC as a example.
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June 21st, 2007, 08:44 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Question on SEV
The formulae are pretty straight forward.
The game just plugs in the values for [%Range%] and [%Level%], and out comes the number.
The range at which the weapon does zero damage is its maximum range.
So if you said a formula of := 35
The weapon would do 35 damge period, independent of range or tech level. (Although there is a hardcoded limit of range 500)
:= 35 - [%Range%]
would make a weapon which does 35 at range zero, and fades linearly to nothing at range 35.
More common is to use the iif(condition, true, false) structure.
:= iif ([%Range%] < 80, 100, 0)
So the weapon deals 100 damage out to range 80, then drops to zero beyond that.
Nest your iifs, use square roots, whatever you like.
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June 24th, 2007, 05:19 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: Question on SEV
don't worry about trying to understand aaron's forumulas, they are unnessasrily complex.
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