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I need an explaination. http://45.55.195.193/viewtopic.php?f=1&t=45513 |
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Author: | Kalsb [ Fri Dec 13, 2013 3:11 am ] |
Post subject: | I need an explaination. |
Hello, I recently started modding this game and would like to know what these do: Code: Status = 0 Health = 100 ImpulseDamageThreshold = 2500 AimAngle = 0 AimDistance = 30 Perceptiveness = 1 CharHeight = 100 HolsterOffset = Vector |
Author: | Major [ Fri Dec 13, 2013 4:44 am ] |
Post subject: | Re: I need an explaination. |
Status: IDK, but I've never had to use it. Health: The amount of "damage" and actor can take before they die. ImpulseDamageThreshold: How hard you have to hit the actor in order to damage it. Blunt force only. AimAngle: The arc in which the actor can shoot something in front of it. AimDistance: The distance in pixles that camera is placed ahead of the SpriteOffsetVector of the actor. Perceptiveness: IDK, I assume it's pretty self-explanatory and just leave it at one. CharHeight: The height of the HUD above the character, measured from the SpriteOffsetVector. HolsterOffset: The location of the actors "holster", ie where their BG hand goes when reloading. |
Author: | Chronometer [ Fri Dec 13, 2013 4:57 am ] |
Post subject: | Re: I need an explaination. |
Major wrote: Status: IDK, but I've never had to use it. Health: The amount of "damage" and actor can take before they die. ImpulseDamageThreshold: How hard you have to hit the actor in order to damage it. Blunt force only. AimAngle: The arc in which the actor can shoot something in front of it. AimDistance: The distance in pixles that camera is placed ahead of the SpriteOffsetVector of the actor. Perceptiveness: IDK, I assume it's pretty self-explanatory and just leave it at one. CharHeight: The height of the HUD above the character, measured from the SpriteOffsetVector. HolsterOffset: The location of the actors "holster", ie where their BG hand goes when reloading. I thought perceptiveness was like if you shot a bullet the AI would turn around and start firing back with the exclamation above their head. |
Author: | Major [ Fri Dec 13, 2013 5:35 am ] |
Post subject: | Re: I need an explaination. |
Chronometer wrote: I thought perceptiveness was like if you shot a bullet the AI would turn around and start firing back with the exclamation above their head. That happens regardless. He wants to know what the value from 0.0 to 1.0 does. |
Author: | Arcalane [ Fri Dec 13, 2013 5:35 am ] |
Post subject: | Re: I need an explaination. |
Major wrote: Health: The amount of "damage" and actor can take before they die. As a minor elaboration; the Actor's GoldCost is also divided by 100 and then multiplied by their remaining Health upon sale - you get less cash for bringing back wounded actors. This also means you shouldn't ever have actors with more than 100 Health, because then you can get more money for bringing them home than dropping them. If you want tougher actors, modify the materials, vars, and wounds so that they take less damage from impacts and bleeding/etc. rather than just increasing Health. |
Author: | Bad Boy [ Fri Dec 13, 2013 5:38 am ] |
Post subject: | Re: I need an explaination. |
For status, assuming it's the same actor status, I'm not exactly sure what the point of it is but it seems to be another way of measuring an actor's health status. There are lua bindings for it which may clarify it a bit for you: http://wiki.datarealms.com/LuaDocs/Actor#Status If I recall correctly it doesn't really work but I may be misremembering there. |
Author: | Major [ Fri Dec 13, 2013 6:44 am ] |
Post subject: | Re: I need an explaination. |
Quote: GoldCarried Gets how many ounces of gold this Actor is carrying.The current amount of carried gold, in Oz. Jesus, that is one old page. Also, this was on there: Quote: Perceptiveness This' perceptiveness to alarming events going on around him.The current perceptiveness, 0.0 - 1.0 |
Author: | Kalsb [ Fri Dec 13, 2013 1:54 pm ] |
Post subject: | Re: I need an explaination. |
Thank you for the help! |
Author: | Arcalane [ Fri Dec 13, 2013 10:57 pm ] |
Post subject: | Re: I need an explaination. |
I did a quick check on Perceptiveness of various actors and it seems most base/vanilla actors seem to have it set to 1. It's definitely still used by the new lua-based AI. Base.rte/Actors/AI/HumanBehaviours.lua Code: 160 for Event in MovableMan.AlarmEvents do 161 if Event.Team ~= Owner.Team then -- caused by some other team's activites - alarming! 162 loudness = 30 + FrameMan.PlayerScreenWidth * 0.5 * Owner.Perceptiveness * (Event.Range / 500) -- adjust the audiable range to the screen resolution |
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