Forged Alliance Forever Forged Alliance Forever Forums 2015-11-11T21:51:56+02:00 /feed.php?f=45&t=7413 2015-11-11T21:51:56+02:00 2015-11-11T21:51:56+02:00 /viewtopic.php?t=7413&p=113922#p113922 <![CDATA[Re: Unit DB]]>

Statistics: Posted by Kaeden — 11 Nov 2015, 21:51


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2015-05-12T02:04:41+02:00 2015-05-12T02:04:41+02:00 /viewtopic.php?t=7413&p=99929#p99929 <![CDATA[Re: Unit DB]]>
solarflare_nz wrote:
I moved servers around and didn't redirect this url properly.

it was a cool project but I don't know if there's any point to keeping it running?


Stick it on GitHub if you haven't already. The unitDB needs a revamp at some point, maybe your code will come in handy.

Statistics: Posted by ckitching — 12 May 2015, 02:04


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2015-05-08T12:19:20+02:00 2015-05-08T12:19:20+02:00 /viewtopic.php?t=7413&p=99796#p99796 <![CDATA[Re: Unit DB]]>
it was a cool project but I don't know if there's any point to keeping it running?

Statistics: Posted by arkitect — 08 May 2015, 12:19


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2015-03-05T05:47:29+02:00 2015-03-05T05:47:29+02:00 /viewtopic.php?t=7413&p=95361#p95361 <![CDATA[Re: Unit DB]]> Statistics: Posted by Reaper Zwei — 05 Mar 2015, 05:47


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2015-03-05T04:24:27+02:00 2015-03-05T04:24:27+02:00 /viewtopic.php?t=7413&p=95357#p95357 <![CDATA[Re: Unit DB]]> unitdb.solarflare.co.nz

Statistics: Posted by nine2 — 05 Mar 2015, 04:24


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2014-06-13T12:13:52+02:00 2014-06-13T12:13:52+02:00 /viewtopic.php?t=7413&p=75253#p75253 <![CDATA[Re: Unit DB]]>
The weapons with damage over time are not described / calculated properly
For instance, Janus:
Bomb: 60dps (range 60) AOE3
Napalm Carpet Bomb 5 projectile damage; 8 bombs (splitting into 15 projectiles) every 10s,

Real description should be :120 DPS (range 60 ; AOE 3)
Napalm Carpet bomb : 75 initial damages + 5 damage 15 times over 2.5 seconds = 150 damages
8 bombs (=1200 damage total) every 10 s

Same for Scorcher. It should be :
Bomb: 87.5 dps (range 40) AOE3
Napalm Carpet Bomb : 47.5 initial damages + 4 damage 10 times over 1.5 seconds = 87.5 damages
4 bombs (=350 damage total) every 4 s

Statistics: Posted by pip — 13 Jun 2014, 12:13


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2014-06-13T11:46:49+02:00 2014-06-13T11:46:49+02:00 /viewtopic.php?t=7413&p=75251#p75251 <![CDATA[Re: Unit DB]]>
    + Neptune DPS adjusted for 2 muzzles
    + Cerberus adjusted for 3 muzzles
    + czar beam
    + Ythotha weapon dps shows
    + t1 bombers show dps
    + DoT damage for Janus
    + DPS showing for mobile missiles


the muzzles for the cerberus is weird. There are 3 muzzles, muzzlesalvosize = 2, and rate of fire = 3, yielding 3 projectiles every 0.3s. I am assuming that if there is more than 1 muzzle, muzzlesalvosize is ignored due to the order in which the engine handles weapon logic? anyone know?

Statistics: Posted by arkitect — 13 Jun 2014, 11:46


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2014-06-11T04:11:03+02:00 2014-06-11T04:11:03+02:00 /viewtopic.php?t=7413&p=75096#p75096 <![CDATA[Re: Unit DB]]>
I guess the least work wold be an implementation such as:
"Calculate Cost" checkbox on top (in unused white space)
If it is checked, then the total cost of all units in the comparison footer are added (based on their quantity) and displayed in the header. (Summed separately over mass-cost, energy-cost, build-time)
Furthermore it should unhide an edit field (which is hidden and set to 1 as default value, when the div is created) on every unit in the comparison footer.
If it is checked a "Calculate again" button is shown on the top to call the sum function (with possibly new quantity values) again.

Statistics: Posted by Fernest — 11 Jun 2014, 04:11


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2014-06-03T11:06:45+02:00 2014-06-03T11:06:45+02:00 /viewtopic.php?t=7413&p=74440#p74440 <![CDATA[Re: Unit DB]]>

Statistics: Posted by arkitect — 03 Jun 2014, 11:06


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2014-06-02T00:42:06+02:00 2014-06-02T00:42:06+02:00 /viewtopic.php?t=7413&p=74374#p74374 <![CDATA[Re: Unit DB]]> Statistics: Posted by Reaper Zwei — 02 Jun 2014, 00:42


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2014-05-31T02:28:46+02:00 2014-05-31T02:28:46+02:00 /viewtopic.php?t=7413&p=74272#p74272 <![CDATA[Re: Unit DB]]>
Code:
        # One initial projectile following same directional path as the original
        #self:CreateChildProjectile(ChildProjectileBP):SetVelocity(vx, vy, vz):SetVelocity(velocity):PassDamageData(self.DamageData)   

Statistics: Posted by arkitect — 31 May 2014, 02:28


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2014-05-30T14:28:52+02:00 2014-05-30T14:28:52+02:00 /viewtopic.php?t=7413&p=74227#p74227 <![CDATA[Re: Unit DB]]> Statistics: Posted by pip — 30 May 2014, 14:28


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2014-05-30T13:42:47+02:00 2014-05-30T13:42:47+02:00 /viewtopic.php?t=7413&p=74225#p74225 <![CDATA[Re: Unit DB]]>
pip wrote:
Just launch a game and count the projectiles that fall on the ground when you ground fire a lobo and zhtuee, you'll see that the parent projectile doesn't hit the ground.



yip, did that. for lobo there are 5. The initial projectile is destroyed above the ground, and 1 to replace it on the same trajectory is created. 4 more at random trajectories are then also created.Image

Statistics: Posted by arkitect — 30 May 2014, 13:42


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2014-05-30T12:06:36+02:00 2014-05-30T12:06:36+02:00 /viewtopic.php?t=7413&p=74220#p74220 <![CDATA[Re: Unit DB]]>
As for nuke damage, it's all at the bottom of the unit bp, in these parameters (here for the Sera t4 nuke):

NukeInnerRingDamage = 1000001,
NukeInnerRingRadius = 45,
NukeInnerRingTicks = 24,
NukeInnerRingTotalTime = 12,
NukeOuterRingDamage = 7500,
NukeOuterRingRadius = 60,
NukeOuterRingTicks = 20,
NukeOuterRingTotalTime = 5,

To sum up, nuke total damage = Nukeinnerringdamage + nukeouterringdamage and total AOE is nukeinnerringradius + nukeouterringradius.

Statistics: Posted by pip — 30 May 2014, 12:06


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2014-05-30T05:44:34+02:00 2014-05-30T05:44:34+02:00 /viewtopic.php?t=7413&p=74206#p74206 <![CDATA[Re: Unit DB]]>
Code:
        # One initial projectile following same directional path as the original
        self:CreateChildProjectile(ChildProjectileBP):SetVelocity(vx, vy, vz):SetVelocity(velocity):PassDamageData(self.DamageData)
         
      # Create several other projectiles in a dispersal pattern
        local numProjectiles = 4
        local angle = (2*math.pi) / numProjectiles
        local angleInitial = RandomFloat( 0, angle )
       
        # Randomization of the spread
        local angleVariation = angle * 0.35 # Adjusts angle variance spread
        local spreadMul = 0.5 # Adjusts the width of the dispersal       
       
        local xVec = 0
        local yVec = vy
        local zVec = 0

        # Launch projectiles at semi-random angles away from split location
        for i = 0, (numProjectiles -1) do
            xVec = vx + (math.sin(angleInitial + (i*angle) + RandomFloat(-angleVariation, angleVariation))) * spreadMul
            zVec = vz + (math.cos(angleInitial + (i*angle) + RandomFloat(-angleVariation, angleVariation))) * spreadMul
            local proj = self:CreateChildProjectile(ChildProjectileBP)
            proj:SetVelocity(xVec,yVec,zVec)
            proj:SetVelocity(velocity)
            proj:PassDamageData(self.DamageData)                       
        end


it definitely looks to me like it creates 5 projectiles after impact. 1 on same path as original and 4 in random directions?


edit: this is for lobo, TIFFragmentationSensorShell01

edit: do you know where nuke damage is specified? I can't seem to see it.

Statistics: Posted by arkitect — 30 May 2014, 05:44


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