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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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I will give it a go. Let you know how it works out
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#2
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So i gave it a go.
I think but am not sure whether or not it reduced the radius. I don't think it did. However it did make missiles explode when engaged by active ABM. Which is both hilarious and terrible |
#3
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Update:
So i went and edited this in the AI.ini file splashDamageMaxRadius = 30;50;20 to this splashDamageMaxRadius = 30;50;1 And that did not work So I changed it to splashDamageMaxRadius = 1;50;20 And that worked. But it changed the explosion distance for ALL missiles to be so small that some missiles with high distance detonation numbers would not hit the enemy (launched a tier 2 torp at a group of traders and it did zero damage despite exploding on schedule) I do not know what the second and third entries do. They may be parameters which say how quickly damage drops off or what not. But I am not sure So it looks like you can do what I want(which is make SRMs valuable and dangerous to enemies rather than just you since you have to deal with so many of them). But if you do you are going to have to gimp torpedo's. Since you're going to have to reduce the size of explosions. Last edited by Goumindong; 12-05-2010 at 02:50 PM. |
#4
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splashDamageMaxRadius = 1;50;20
is equivalent to splashDamageMaxRadius = 1 ; is equivalent to rem ![]() |
#5
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Sorry guys, was out this weekend, missed this thread.
@Guomindong: you don't want to edit AI.ini because those are global parameters. Well, unless you want to make global changes ![]() I was working on some "bowling ball" missiles which bump a ship far away instead of inflicting much damage, but it got funny and weird when you kick capital ships away lol. |
#6
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E.G. The explosion_distance on LRM's is between 1.5 and 5. The explosion distance on a MIRV cluster is 20. Yes, this parameter is on the detonator MIRV clusters do not deal damage in a radius >10 times larger than LRMs. Rather they explode >10 times further away from their target to release their payload. This is how rockets work From Modules: This describes where it pulls descriptions, how the module fits into the module slots, cost, acceptable range of fire, angle of fire, etc Code:
<HomingRocket name="LRM2"> <short_name>#M_Name_LRM2</short_name> <hint>#M_Hint_LRM2</hint> <short_desc>#M_SDesc_LRM2</short_desc> <long_desc>#M_LDesc_LRM2</long_desc> <mesh_name>Rl_lrm2</mesh_name> <flat_image>missile_LRM2</flat_image> <hit_points>10000</hit_points> <mass>5</mass> <disable_trade/> <cost>350</cost> <technology/> <attach_type/> <recharge_time>6</recharge_time> <viewing_angle>20</viewing_angle> <dispersion>1</dispersion> <min_distance>20</min_distance> <max_distance>450</max_distance> <max_rocket_count>2</max_rocket_count> <seeking_time>3</seeking_time> <RocketParams> <rocket_name>LRM2_M</rocket_name> <seeker_name>Seeker_B</seeker_name> <detonator_name>ALR_det</detonator_name> </RocketParams> From Rockets Code:
<RocketCarcass name="LRM2_M"> <short_name>#M_Name_LRM2</short_name> <hint>#M_Hint_LRM2</hint> <short_desc/> <long_desc>#M_Hint_LRM2</long_desc> <mesh_name>small_rocket</mesh_name> <flat_image/> <hit_points>10</hit_points> <mass>50</mass> <disable_trade/> <cost/> <technology/> <EPR>0.05</EPR> <explosion_script>rocket_explosion</explosion_script> <work_sound/> <silence/> <max_speed>35</max_speed> <steering_power>0.3</steering_power> </RocketCarcass> And Code:
<DistanceDetonator name="ALR_det"> <time_to_live>35</time_to_live> <damage>200</damage> <explosion_distance>1.5</explosion_distance> </DistanceDetonator> Explosion distance is NOT the size of the explosion. Testing this is easier. Set that value to 20, watch as no missile you launch does any damage. Now change it back to 1.5 and then change damage to 2000. Watch as any missile you launch destroys multiple wings. The size of the explosion is entirely determined by the damage of the explosion. This is why you can modify SRMs to be MIRVs. Because each individual missile would do a small amount of damage and so the entire explosion would not be large. Otherwise, if you say, increase the damage of all SRMs by a factor of 3, you will get missiles that do huge amounts of damage with huge AoE. This is what i was trying to avoid. The AoE. and Code:
<HomingSeeker name="Seeker_B"> <accuracy>3</accuracy> <anti_jammer>20</anti_jammer> </HomingSeeker> In general you can mix and match any of these to create a missile you want. You can also change the detonator type to ImpactDetonator but that is not recommended (it works just fine) since that makes missiles that are shot down explode on their own. This is both very strong (enemies that shoot missiles at you when you have active Anti-Missile up generally tend to explode very fast) but very bad. Enemies that are close to you and shoot missiles will have the anti-missile blow you both up. Such, if you want to modify the radius of damage from the explosion you have to do it through AI.ini or some other method which I have not encountered yet. The only question is what the other two parameters at the end of the tack in ai.ini do. Rastix says they do nothing. Looking over ai.ini again i tend to believe him (since i see text after semi-colons) Last edited by Goumindong; 12-06-2010 at 03:40 AM. |
#7
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Hmm, didn't do enough testing to notice - sorry guys, looks like I need to update the info there. It worked for my mod since I lowered warhead damage a lot (and hence low aoe). The jamming isn't a problem because we can see how it works in another script.
Well unless Rastix has another way to let you decouple the aoe from the damage then I have no idea. Don't really feel like reinstalling to test either, there are too many hidden limitations in the game. Maybe when Ashes of Victory comes out. |
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