Forged Alliance Forever Forged Alliance Forever Forums 2014-02-22T10:07:23+02:00 /feed.php?f=2&t=6737 2014-02-22T10:07:23+02:00 2014-02-22T10:07:23+02:00 /viewtopic.php?t=6737&p=66457#p66457 <![CDATA[Re: (FAF_OKC) How to add useful data to damageTable w/ downl]]> Statistics: Posted by IceDreamer — 22 Feb 2014, 10:07


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2014-02-22T07:53:02+02:00 2014-02-22T07:53:02+02:00 /viewtopic.php?t=6737&p=66452#p66452 <![CDATA[(FAF_OKC) How to add useful data to damageTable w/ download]]>
FAF OKC, Public Release (v0.1) download link http://www.mediafire.com/download/bh3df ... AF_OKC.rar

I've also uploaded this to the mod vault!

Only play tested this lightly and just so you know this doesn't work for the Sera as their T3 launcher is direct fire and does not use tracking missiles. Instead I gave them a 0.25 damage radius so they can hit multiple units that are stacked in a small location.

Resin

Statistics: Posted by Resin_Smoker — 22 Feb 2014, 07:53


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2014-02-21T00:50:28+02:00 2014-02-21T00:50:28+02:00 /viewtopic.php?t=6737&p=66301#p66301 <![CDATA[Re: How to add useful data to damageTable]]>
viewtopic.php?f=45&t=6749

Resin

Statistics: Posted by Resin_Smoker — 21 Feb 2014, 00:50


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2014-02-20T21:12:23+02:00 2014-02-20T21:12:23+02:00 /viewtopic.php?t=6737&p=66262#p66262 <![CDATA[Re: How to add useful data to damageTable]]>
Resin

Statistics: Posted by Resin_Smoker — 20 Feb 2014, 21:12


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2014-02-20T18:16:28+02:00 2014-02-20T18:16:28+02:00 /viewtopic.php?t=6737&p=66235#p66235 <![CDATA[Re: How to add useful data to damageTable]]>

Statistics: Posted by IceDreamer — 20 Feb 2014, 18:16


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2014-02-20T18:02:43+02:00 2014-02-20T18:02:43+02:00 /viewtopic.php?t=6737&p=66230#p66230 <![CDATA[Re: How to add useful data to damageTable]]>
Plasma_Wolf wrote:
There is one effect that may cause a bit of trouble: suppose that the value dmg_incoming > unit health. Then the missile will search for another target, but the target has gained veterancy before dmg_incoming has been dealt as actual damage.

Then you'll have a couple of missiles wasted on another target, while the possible primary target survives...

I know that the chance of this occuring and having a serious effect is low, due to the speed of the missiles, the rarity of air experimentals actually making it to a base and gaining veterancy and being able to do more damage all of a sudden (normally they either level a base anyway or get killed before taking more than 2 shields down). I also think the current script is preferable to a script that allows a little overkill on experimentals to gain veterancy (what if they don't? Then you also waste missiles), but is there some way, somehow, that this problem can also be dealt with?



This shouldn't be an issue as I'll be testing the targets "current" health per each instance...

Now once a missile re-targets and is locked onto another unit it is set unless the conditions allow it to retarget again, impact (doing damage), or its lifetime expires. the missile reaching the end of its lifetime will 100% kill it so do go expecting the a missile will be able to travel much beyond it's blueprint set MaxRange.

Resin

Statistics: Posted by Resin_Smoker — 20 Feb 2014, 18:02


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2014-02-20T16:50:36+02:00 2014-02-20T16:50:36+02:00 /viewtopic.php?t=6737&p=66224#p66224 <![CDATA[Re: How to add useful data to damageTable]]>
Then you'll have a couple of missiles wasted on another target, while the possible primary target survives...

I know that the chance of this occuring and having a serious effect is low, due to the speed of the missiles, the rarity of air experimentals actually making it to a base and gaining veterancy and being able to do more damage all of a sudden (normally they either level a base anyway or get killed before taking more than 2 shields down). I also think the current script is preferable to a script that allows a little overkill on experimentals to gain veterancy (what if they don't? Then you also waste missiles), but is there some way, somehow, that this problem can also be dealt with?

Statistics: Posted by Plasma_Wolf — 20 Feb 2014, 16:50


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2014-02-20T16:02:47+02:00 2014-02-20T16:02:47+02:00 /viewtopic.php?t=6737&p=66218#p66218 <![CDATA[Re: How to add useful data to damageTable]]>

Statistics: Posted by Chosen One — 20 Feb 2014, 16:02


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2014-02-20T15:46:25+02:00 2014-02-20T15:46:25+02:00 /viewtopic.php?t=6737&p=66214#p66214 <![CDATA[Re: How to add useful data to damageTable]]>
Example: a missle with a maximum lifetime of 4 seconds travels for two seconds at a max range of "50" from its launcher. This would mean that the maximum search radius for re targeting would be "2" seconds away or a distance of "25". Targets outside of that would not be considered for re targeting.

The script will work as follows:

1) on launch a small delay will kick in allowing the missile time to get away from its launcher before running the rest of the script.

2) a check will be performed to see if the target unit had the variable "dmg_incomming", if not it will be added.

3) the missle will check to see that dmg_incomming < the targets current health.

4) should this condition be true the missile will add its damage amount to the targets dmg_inciming variable and proceed with the attack.

5) if the condition was false the missile will search an area = to the amount of lifetime or travel distance it has left.

6) from the list of available targets a new target is randomly chosen and the missiles script starts back at #2.

7) if the target dies before the missile can impact then we perform #6 again.



Keep in mind that I could sort he target list by either distance and priority but this could lead to most missiles going after the same targets.

Resin

Statistics: Posted by Resin_Smoker — 20 Feb 2014, 15:46


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2014-02-20T14:30:31+02:00 2014-02-20T14:30:31+02:00 /viewtopic.php?t=6737&p=66206#p66206 <![CDATA[Re: How to add useful data to damageTable]]>
Plasma_Wolf wrote:
Don't forget that this retargetting ability will change the balance of the SAMs. I'm not saying we shouldn't do this because "it all works fine and balanced now" - it doesn't.

I'm saying that this small script shouldn't be added on a whim with the general balance, assuming it's all we have to do. After the script, the air battles are going to be a bit different.


Exactly. This is why this needs to be added to the game as soon as possible. The potential for this change is so large we need immediate input from the hundreds of games played every day, there's no time to mess around with balance testing first. Two or three weeks of imbalance will allow the community to then nail post-script changes to SAMs.

Statistics: Posted by IceDreamer — 20 Feb 2014, 14:30


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2014-02-20T14:12:03+02:00 2014-02-20T14:12:03+02:00 /viewtopic.php?t=6737&p=66202#p66202 <![CDATA[Re: How to add useful data to damageTable]]> This should be №1 goal! Pls Resin show to Pilot how to handle this...

Statistics: Posted by Chosen One — 20 Feb 2014, 14:12


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2014-02-20T11:24:07+02:00 2014-02-20T11:24:07+02:00 /viewtopic.php?t=6737&p=66185#p66185 <![CDATA[Re: How to add useful data to damageTable]]>
Resin_Smoker wrote:
If you want I could add a corpse timer to remove neglected corpses that set up sim time in the late game? (Maybe a project for next week?)

Resin


Cool ! 8-)

Statistics: Posted by Krapougnak — 20 Feb 2014, 11:24


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2014-02-20T09:05:55+02:00 2014-02-20T09:05:55+02:00 /viewtopic.php?t=6737&p=66153#p66153 <![CDATA[Re: How to add useful data to damageTable]]>
I'm saying that this small script shouldn't be added on a whim with the general balance, assuming it's all we have to do. After the script, the air battles are going to be a bit different.

Statistics: Posted by Plasma_Wolf — 20 Feb 2014, 09:05


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2014-02-20T04:31:57+02:00 2014-02-20T04:31:57+02:00 /viewtopic.php?t=6737&p=66125#p66125 <![CDATA[Re: How to add useful data to damageTable]]>
IceDreamer wrote:
I think Domino has already done that, but it's not yet been added to FAF? Ask him/PilOt, I don't keep up with Domino's stuff (He makes too many goodies!)


Domino has been difficult to get ahold of lately as he's assumed a position of greater authority and responsibility at work.

Resin

Statistics: Posted by Resin_Smoker — 20 Feb 2014, 04:31


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2014-02-20T04:13:31+02:00 2014-02-20T04:13:31+02:00 /viewtopic.php?t=6737&p=66123#p66123 <![CDATA[Re: How to add useful data to damageTable]]> Statistics: Posted by IceDreamer — 20 Feb 2014, 04:13


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