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  #121  
Old October 12th, 2006, 10:30 PM
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Default Re: Modding SEV Thread Questions

SE3 style seekers were the best thing since sliced bread.
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  #122  
Old October 13th, 2006, 02:20 AM
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Default Re: Modding SEV Thread Questions

Quote:
Suicide Junkie said:
SE3 style seekers were the best thing since sliced bread.
Agreed...
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  #123  
Old October 13th, 2006, 08:55 AM

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Default Re: Modding SEV Thread Questions

In what way? I installed the SE3 demo a little while ago and after giving it a try, I have to say I couldn't stand it. Although I did think the race set-up was pretty good, it had an interesting selection of race traits. Anyway, I didn't notice anything special about missiles, so could someone please detail why they were great?
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  #124  
Old October 13th, 2006, 12:08 PM
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Default Re: Modding SEV Thread Questions

Well from what I remember there were two types...

First Type, was your standard missile. Basically it has fuel/distance, and a set amount of Hit Points, and Damage. It travels up to the distance it can, will take up to its HP before being destroyed, and will do set damage at any range it travels to.

Second Type, was the plasma missile. It has a limited distance that it can travel, and loses damage for every range band that it travels, and the health and damage of the warhead are combined, so its health decreases as its damage decreases. Also any point defense will decrease the damage along with the health.

That is if I remember that correctly...

Hoping that there will be some ways to fiddle with formulas and fields and such to get it to work somewhat like this in SEV.
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  #125  
Old October 13th, 2006, 01:12 PM
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Default Re: Modding SEV Thread Questions

In SE3, seekers have a firing range limit, but no travel range limit. Plasma missiles would expire after a while by virtue of losing a few points of damage for every range traveled, but CSMs would never expire until they hit the target or were shot down.
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  #126  
Old October 13th, 2006, 03:50 PM

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Default Re: Modding SEV Thread Questions

Is there a syntax for comments in the SEV data files?

For example, in the data files of the Paradox games, anything between a # and a carriage return is ignored, so you can insert either entire lines of comments or comments at the end of a line of code. Very handy for remembering what you did later...
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  #127  
Old October 13th, 2006, 04:00 PM
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Default Re: Modding SEV Thread Questions

Yes, // is used for comment lines and is used throughout the data files.
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  #128  
Old October 13th, 2006, 05:57 PM

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Default Re: Modding SEV Thread Questions

Ah, ok. I understand now.
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  #129  
Old October 13th, 2006, 09:09 PM
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Default Re: Modding SEV Thread Questions

I was looking through the files and there are three things I don’t get.

1. I noticed “Can Use Warp Points”; does that mean you can finally make small crafts that can use warp points?

2. Isn’t there a list of all the abilities that can be used?

3. What are the weapon types and weapon delivery types? Isn’t there a list of them?
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  #130  
Old October 13th, 2006, 10:07 PM
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Default Re: Modding SEV Thread Questions

Weapon types are whatever you decide to write components for.

Delivery types are pretty much seekers (with variable turning rate limits), beams and projectiles. Plus ramming warheads.
Hit/miss for beams/projectiles is decided by ECM/sensors.

Available damage types are whatever you write in the damagetypes.txt file.
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