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 Explanations of CC features for the community! [23/12/08] 
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Joined: Mon Mar 26, 2007 1:15 am
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Post Explanations of CC features for the community! [23/12/08]
I'm starting this thread to try and help explain some things that will be useful to our modders.

So we will begin with Atom Groups!



Quote:
The atom groups are the groups of physical particles ("atom") that move as a group.

The regular AtomGroup is supposed to be on the contour of sprite objects, that's what the
depth variable is about. Depth designates how far in from the edges of the sprite the atom
group is made. This is what is used make the object interact with the Terrain and other MOS's.

(MOPixels and MOParticles have a single atom in the center and collide with the sprites of
other MO's, not the AtomGroups)

The DeepGroup is another set of atoms that should be deeper in from the silhouette of the
sprites.

The DeepGroup is used to detect if the sprite object has sunk into terrain far enough to
warrant a cookie cutter like deletion of terrain. So the deep ones will trigger the silhouette
of the sprite to be removed from the terrain to prevent things from getting hopelessly stuck.

Resolution controls the amount of space between atoms. (Thus, lower the value, higher the
resolution)



I will continue to update this post as I have time, hopefully with new features of interest to
modders as we release new builds!


Last edited by capnbubs on Tue Dec 23, 2008 6:55 pm, edited 3 times in total.



Tue Dec 23, 2008 3:59 pm
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Joined: Fri Dec 15, 2006 5:28 am
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Post Re: Explanations of CC features for the community! [23/12/08]
I'll resticky this once it has more content.


Thu Jan 08, 2009 5:41 pm
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Post Re: Explanations of CC features for the community! [23/12/08]
I shall bump as it is a good reference. i agree with kelas though everyone one has read this before so we should wait for more content.(should i be excited that capn bubs and numgun have been less active on the forums?[yes!])


Tue Jan 13, 2009 3:40 am
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Post Re: Explanations of CC features for the community! [23/12/08]
i swear resolution goes the other way..


Tue Jan 13, 2009 3:57 am
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Post Re: Explanations of CC features for the community! [23/12/08]
resolution = resolving power basically... basically how easy it is to see separate objects, so his definition sounds correct. Unless you were speaking from in game experience not working how you expected.


Tue Jan 13, 2009 10:16 pm
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Post Re: Explanations of CC features for the community! [23/12/08]
robolee wrote:
Unless you were speaking from in game experience not working how you expected.
bingo.
One word responses are a no-no. You know better. --K


Wed Jan 14, 2009 12:06 am
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Post Re: Explanations of CC features for the community! [23/12/08]
I don't know if this is supposed to be exclusively CapnBubs' thread or not, but either way I'd like to take a moment of your time to explain the Cortex Command damage system. Why? Because it's more complex than many people think.

If you've ever seen a mod that has actors with an initial health that's not 100, you'll probably see a load of comments outlining why that's the wrong thing to do: How it affects resale value of the unit, mostly. My main concern is that health is actually a rather small part of the unit's endurance. Health is like the amount of blood left in the actor: Wounds will cause it to leak out, but the body can be torn up or killed instantly with a blunt impact without any indication from the actor's health value. Take a look at the Light Soldier's head.

Code:
AddEffect = Attachable
   PresetName = Soldier Head A
   Mass = 36
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Coalition.rte/Actors/Soldier/HeadA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -7
      Y = -7
   AngularVel = 6
   EntryWound = AEmitter // The wound that is applied if a bullet first pierces the actor.
      CopyOf = Wound Flesh Entry
   ExitWound = AEmitter // A second wound that is applied if a bullet has enough power to go through the actor.
      CopyOf = Wound Flesh Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Armoured Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 25
   JointStiffness = 0.1
   BreakWound = AEmitter // This wound is applied to the torso when this body part is gibbed.
      CopyOf = Wound Flesh Body
   JointOffset = Vector
      X = 0
      Y = 5
   ImpulseDamageThreshold = 100 // I added this code in, it should go in the main body code. It controls how effective blunt hits are: If this impulse limit is exceeded, the actor will take 10 points of damage.
   GibImpulseLimit = 250 // If this impulse limit is exceeded, the body part will instantly gib.
   GibWoundLimit = 6 // The number of wounds the body part can endure before gibbing.
   GibSound = Sound
      CopyOf = Flesh Body Blunt Hit


GibImpulseLimit and GibWoundLimit are very important for the actor's survivability: Look at the zombie. Its wounds do very little damage, but you can kill them by exceeding their GibWoundLimit when they still have more than 50 health left.

So how do wounds work? They're emitters that are applied to the actor when it's pierced by an MOPixel or MOSParticle, or if something attached to the actor is broken and has a defined BreakWound. Damage is dependent on the wound, not the gun. You can amp up your death cannon so it shoots a bullet with infinite sharpness, but the wound it creates will still only do as much damage as the wound from a handgun. The damage that wounds do is actually very simple to calculate:

Code:
AddEffect = AEmitter
   PresetName = Wound Flesh Entry
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Effects/Wounds/FleshWoundA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -1
      Y = -2
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Drop Blood
      Spread = 0.1
      MaxVelocity = 4
      MinVelocity = 1
   BurstSound = Sound
      CopyOf = Flesh Penetration Hit
   EmissionEnabled = 1
   EmissionCountLimit = 35 // The number of times that the wound bleeds.
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 100 // The rate at which the wound bleeds.
   BurstSize = 10
   BurstScale = 3
   BurstDamage = 5 // The amount of damage dealt when the wound is first applied.
   BurstTriggered = 1
   EmissionDamage = 0.04 // The amount of damage dealt when the wound bleeds. Multiply by EmissionCountLimit to see how much health is lost by bleeding.
   Flash = None
   FlashOnlyOnBurst = 0


It's not a very in-depth look at exactly how everything works, but I hope it helps.


Wed Jan 14, 2009 9:35 pm
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