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 Activity: Weapon test 
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Joined: Thu Jun 11, 2009 2:34 pm
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 Activity: Weapon test
This activity is designed to test weapons. Select "Controller" (player switched to it by default) and use WSAD to change spawn parameters. You can order dropships with weapons as usual, but you can also open Tactics.lua and add values to self.Weapons list. All HDFirearms from this list will be added to player actor's inventory when activity starts. You can add only "HDFirearm"-class items to this list.

Press 'SPACE' to ReloadAllScripts().

Press 'B' to toggle build mode.

Set self.EnemyWeapons = nil to equip targets with their faction-specific weapons.


Automating Faction Test:

If you want to automate your faction test, open Scripts/Tactics2.lua and edit options you need

Code:
------ USER SETTINGS ------------------------------
self.RestartEvery = 0 -- Restart activity every N rounds to restore terrain
self.Randomize = true -- Enable random faction selection for each round, if PrimaryFaction is set only 2nd faction will be random
self.BudgetBased = true -- Turn budget mode on/off.
self.PrimaryFaction = nil -- Set fixed primary faction to test
---------------------------------------------------


With vanilla factions, psyclones and bears I've made it run for 4.5 hours (650+ rounds) without any crashes.

This activity supports faction files from Unmapped Lands 2.

Image


Attachments:
WeaponTest_V105_B10.rte.zip [408.46 KiB]
Downloaded 1885 times


Last edited by weegee on Sat Dec 14, 2013 1:20 pm, edited 10 times in total.

Fri Oct 05, 2012 10:00 pm
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Joined: Mon Oct 15, 2012 5:21 pm
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Location: Somewhere in Germany
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Post Re: Activity: Weapon test
And not a single reply was given. Maybe because we already got a Firing Range :L
EDIT: Well, the "Dummies" got pistols which get destroyed when they die. When they want to come towards you, they simply learn How to Fly.


Fri Nov 16, 2012 2:23 pm
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Joined: Sat Nov 24, 2012 8:07 pm
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Post Re: Activity: Weapon test
The above comment made me laugh. But firing ranges are basically a blank map. But good work I like it.


Sun Dec 02, 2012 1:34 am
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Joined: Thu Jun 11, 2009 2:34 pm
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Post Re: Activity: Weapon test
Updated. You can spawn crafts and call ReloadAllScripts by pressing the space button. Also supports fresh UL2 faction file features.


Sun Dec 02, 2012 3:44 pm
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Post Re: Activity: Weapon test
weegee, is there any possibility to add your Dummy Behemoth for shooting? I dont get any Tanks/Mechs/Dinner to test Rocket Launchers at.


Sun Dec 02, 2012 8:49 pm
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Post Re: Activity: Weapon test
You can just edit existing or add your own faction file which will contain only behemoth instead of ordinary troops.


Mon Dec 03, 2012 8:51 am
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Post Re: Activity: Weapon test
Updated. Supports fresh UL2 faction file enhancements. Can load faction files from Cortex Command/Factions2 folder. You can stack targets to test explosive weapons. You can spawn armored units.


Sat Dec 22, 2012 10:17 pm
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Post Re: Activity: Weapon test
Updated. Factions2-specific error fixed. Press 'B' to toggle build mode. Set self.EnemyWeapons = nil to equip targets with faction specific weapons.


Tue Jan 01, 2013 4:02 pm
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Post Re: Activity: Weapon test
I've been using this map a lot. Maybe I should show some actual affection for it eh? NICE JOB WEEGEE, YO DA BOSS DAWHG


Tue Jan 01, 2013 4:26 pm
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Post Re: Activity: Weapon test
Thanks p3lbox. I've seen that you credited it in Brolands though, so we were already even )))


Tue Jan 01, 2013 5:55 pm
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Post Re: Activity: Weapon test
Added stats-collecting activity, more info here


Thu Aug 22, 2013 10:58 pm
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Post Re: Activity: Weapon test
Added Dummy mode. In this mode activity spawns a special ronin-based dummy actors and calculates damage taken by them. It shows total damage made by weapon, damage per second and max damage per second. Dummy actors don't bleed, so the numbers you get are purely synthetic, but at least you can roughly compare some automatic guns. This thing does not work well with mostly impulse-based weapons such as some explosives, and will show ridiculous numbers if you rip dummies apart. You can enable dummy mode via the controller in Weapon Test activity or enable it by default if you set self.DummyMode = true.

In Faction Test activity you can now specify a list of factions against which you wish to run automated tests and specify a single faction to use as a primary faction if you want to test your faction against all vanilla factions. To do this you'll need to slightly edit Tactics2.lua's USER SETTINGS section, but everything is simple.


Sat Dec 14, 2013 1:30 pm
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Post Re: Activity: Weapon test
I tried this on B32 and it failed. Can someone fix it?


Sun Feb 19, 2017 12:11 pm
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Post Re: Activity: Weapon test
If you PM him nicely, maybe he'll wake up. Try it.


Tue Feb 28, 2017 1:28 am
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