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Laureati
Hi, all.

I've done a search on the forum and can't find any definitive answers on how the influencers for "noise FLT"; "light FLT"; "infra FLT" actually work.

From my general understanding they are FLOATS (hope I'm right).

What I'd like to know

1. are they additions (+) or outright multipliers (*)?

2. under which conditions do they actually operate as modifiers OR are they simply effects?

e.g. under personal cloaks the noise, light and infra values are all at FLT 0 which means personal cloaks (if FLT is a multiplier) effectively reduce noise, light, and infra to 0?

OR

e.g. using this device produces x amount of noise, light, infra

4. What does the "effect INT" refer to?

I know INT is an integer ... but since I can't find a file called effect.txt ... I'm not sure what integer it's referring to ... unless it's effect power. (in which case it should be a FLT. So I'm guess it's refering to a specific effect determined somewhere else with an #xx id)

5. If effect = power what's strength a value of then? Especially since it's an FLT?

6. Does the detection STR (string) affect the type of effect influenced?


I'm asking this because I've been baffled by some inconsistancies in the equipment.txt file - between sound absorbers and silencers. I'll show it below.

Influence for Silencers
Influencer Influencer RECORD
auto BOOL F
area STR "Owner"
damage STR "<blank>"
effect INT 31
time FLT 0
strength FLT 0.9
radius FLT 0
pellets INT 0
skill STR "<blank>"
detection STR "<blank>"
rounds INT 1
noise FLT 0
light FLT 1
infra FLT 1

Which either means because of "noise FLT 0" it reduces noise to 0 OR has a 90% effect [strength FLT 0.9] on [effect INT 31] on [detection STR "<blank>"] while creating light and infra signatures in the process.

Influence for Sound Absorber
Influencer Influencer RECORD
auto BOOL F
area STR "Owner"
damage STR "Friend"
effect INT 14
time FLT 50
strength FLT 0.4
radius FLT 0
pellets INT 0
skill STR "<blank>"
detection STR "Sound"
rounds INT 0
noise FLT 0
light FLT 0
infra FLT 0

In this case Sound Absorbers ... well do they suppress [effect INT 14] by 40% [strength FLT 0.4] on sound [detection STR "Sound"] while producing no noise, light or infra in the process OR do they eliminate all noise, light and infra signatures completely?

It's not a perfect comparison due to the presence of an actor [damage STR "Friend"] on the sound absorber but it's even more confusing when you consider the influencer records of "Group Cloak", "Personal Cloak".and "Flash Suppressor".

Group Cloak
Influencer Influencer RECORD
auto BOOL F
area STR "Constant"
damage STR "Friend"
effect INT 14
time FLT 100
strength FLT 0.4
radius FLT 4
pellets INT 0
skill STR "<blank>"
detection STR "Stealth"
rounds INT 1
noise FLT 0
light FLT 0
infra FLT 0

Personal Cloak
Influencer Influencer RECORD
auto BOOL F
area STR "Owner"
damage STR "Friend"
effect INT 14
time FLT 50
strength FLT 0.3
radius FLT 0
pellets INT 0
skill STR "<blank>"
detection STR "Visibility"
rounds INT 0
noise FLT 0
light FLT 0
infra FLT 0

Flash suppressor
Influencer Influencer RECORD
auto BOOL F
area STR "Owner"
damage STR "<blank>"
effect INT 31
time FLT 0
strength FLT 1
radius FLT 0
pellets INT 0
skill STR "<blank>"
detection STR "<blank>"
rounds INT 1
noise FLT 1
light FLT 0
infra FLT 1

The way I see it all these objects are scripted to influence similar things very differently. Maybe it's just a programming error but with the inconsistant strings for somewhat similar effects I can't tell.

(the only consistancy I find is in the "effect INT" values with 14 seemingly referring to characters and 31 referring to objects - but that's just what I've come up with.)

I really hope someone can provide answers for me or at least shead a little light on the subject. I apologise for the long post, especially since it's my first.
rman
Welcome to the forum. You've asked good questions and I try to answer them the best I can.

QUOTE (Laureati @ Mar 30 2006, 10:21 PM) *
1. are they additions (+) or outright multipliers (*)?

Additions, defitely.

QUOTE (Laureati @ Mar 30 2006, 10:21 PM) *
2. under which conditions do they actually operate as modifiers OR are they simply effects?

e.g. under personal cloaks the noise, light and infra values are all at FLT 0 which means personal cloaks (if FLT is a multiplier) effectively reduce noise, light, and infra to 0?

OR

e.g. using this device produces x amount of noise, light, infra


Second. This device produces specified amount of noise, light and infra when activated.

QUOTE (Laureati @ Mar 30 2006, 10:21 PM) *
4. What does the "effect INT" refer to?

I know INT is an integer ... but since I can't find a file called effect.txt ... I'm not sure what integer it's referring to ... unless it's effect power. (in which case it should be a FLT. So I'm guess it's refering to a specific effect determined somewhere else with an #xx id)


Bugged me also. File is called unitstate.txt, and misses effect INT 13 (detection with scanners).
Effect INT 1 is damage of specified type.

QUOTE (Laureati @ Mar 30 2006, 10:21 PM) *
5. If effect = power what's strength a value of then? Especially since it's an FLT?

Strength is damage for effect int 1, skill bonus for effect int 12, 'masking' effect for effect int 14. You've got the idea.

QUOTE (Laureati @ Mar 30 2006, 10:21 PM) *
6. Does the detection STR (string) affect the type of effect influenced?

It is which type of detection soldier can be detected when activated the device.

QUOTE (Laureati @ Mar 30 2006, 10:21 PM) *
skipped
Which either means because of "noise FLT 0" it reduces noise to 0 OR has a 90% effect [strength FLT 0.9] on [effect INT 31] on [detection STR "<blank>"] while creating light and infra signatures in the process.

Which should mean 'multiply by 0.9 all noise, light and IR effects produced by main weapon, when add 1 to
light and IR since silencer itself is activated'.

QUOTE (Laureati @ Mar 30 2006, 10:21 PM) *
The way I see it all these objects are scripted to influence similar things very differently. Maybe it's just a programming error but with the inconsistant strings for somewhat similar effects I can't tell.

(the only consistancy I find is in the "effect INT" values with 14 seemingly referring to characters and 31 referring to objects - but that's just what I've come up with.)

I really hope someone can provide answers for me or at least shead a little light on the subject. I apologise for the long post, especially since it's my first.

Yep, you're right. Effect int 14 refers to soldiers and influences values defined in subrace.txt plus all 'noise' values from equipment. All the time personal cloak, psi absorber, group cloak or sound absorber are functioning, they do this.
Effect int 31 influences only host object to which said add-on is attached.
ShadoWarrior
QUOTE (Laureati @ Mar 30 2006, 12:21 PM) *
1. are they additions (+) or outright multipliers (*)?

"Strength" is a zero-base additive value. Other numbers are typically multipliers (noise, light, etc).

QUOTE
2. under which conditions do they actually operate as modifiers OR are they simply effects?

Depends. See examples below ...

QUOTE
4. What does the "effect INT" refer to?

There is a DB table that lists the effects. You'd have to be in the Altar modders group to have access to the Wiki which describes that table.

QUOTE
Influence for Silencers
Influencer Influencer RECORD
auto BOOL F
area STR "Owner"
damage STR "<blank>"
effect INT 31
time FLT 0
strength FLT 0.9
radius FLT 0
pellets INT 0
skill STR "<blank>"
detection STR "<blank>"
rounds INT 1
noise FLT 0
light FLT 1
infra FLT 1

Which either means because of "noise FLT 0" it reduces noise to 0 OR has a 90% effect [strength FLT 0.9] on [effect INT 31] on [detection STR "<blank>"] while creating light and infra signatures in the process.

It has a 90% accuracy effect (ie: a 10% reduction) and a zero multiplier for noise (eliminates all noise).

QUOTE
Influence for Sound Absorber
Influencer Influencer RECORD
auto BOOL F
area STR "Owner"
damage STR "Friend"
effect INT 14
time FLT 50
strength FLT 0.4
radius FLT 0
pellets INT 0
skill STR "<blank>"
detection STR "Sound"
rounds INT 0
noise FLT 0
light FLT 0
infra FLT 0

In this case Sound Absorbers ... well do they suppress [effect INT 14] by 40% [strength FLT 0.4] on sound [detection STR "Sound"] while producing no noise, light or infra in the process OR do they eliminate all noise, light and infra signatures completely?

It has a strength 40% effect of type "cloak" (ID #14).

If you want to learn what many of the "Effect"s are, without joining the modders group, carefully study the equipment.txt file and make notes to yourself for each item. You'll soon see patterns.

QUOTE (rman @ Mar 30 2006, 01:29 PM) *
Additions, defitely.

Nope. Some are and some aren't. See below ...

QUOTE (rman @ Mar 30 2006, 01:29 PM) *
Second. This device produces specified amount of noise, light and infra when activated.

Noise/light/infra are multipliers. Other values, such as strength, are absolute. You cannot make blanket statements like you're doing because the system is not as consistent as you may think it is, rman.
rman
I find that hard to beleive. Let us take SR25, 7.62Nato and 7.62Nato XP ammo. As equipment.txt
clearly states, strength for 7.62Nato is 1, for 7.62NatoXP is 1.25. In game we see 500 base damage
for SR25 loaded with 7.62Nato and 625 base damage for 7.62NatoXP.
Have no clear testcase for noise, light and IR at the moment, though.

I expressed my option, but you're right, didn't backed up it with examples. I can be wrong.

edit: no nested quotes on these boards?
ShadoWarrior
QUOTE (rman @ Mar 30 2006, 11:43 PM) *
I find that hard to beleive. Let us take SR25, 7.62Nato and 7.62Nato XP ammo. As equipment.txt
clearly states, strength for 7.62Nato is 1, for 7.62NatoXP is 1.25. In game we see 500 base damage
for SR25 loaded with 7.62Nato and 625 base damage for 7.62NatoXP.
Have no clear testcase for noise, light and IR at the moment, though.

I expressed my option, but you're right, didn't backed up it with examples. I can be wrong.

Sorry, but you are, indeed, mistaken. Here's why: the damage that a weapon does in AS is stated in the weapon's data record, not the ammo's. Go look. The strength "1" in the ammo record is a multiplier for the absolute value given in the weapon's record. If you examine the data for flechette ammo you'll see that it does 0.9 (90%) of whatever the base weapon's damage is.

Yes, I know that the way Altar did some things is stupid. Damage should be by ammo, not by weapon. The same type and caliber of round should do the same damage (more or less) regardless of the weapon firing it (making minor adjustments for muzzle velocity according to barrel lengths and other such factors). But this is a game, not the real world. And the designers at Altar apparently don't know much about guns (or military matters in general), nor do they seem to have bothered to use Google to fill in the gaps in their knowledge.
rman
QUOTE (ShadoWarrior @ Mar 31 2006, 02:25 PM) *
Sorry, but you are, indeed, mistaken. Here's why: the damage that a weapon does in AS is stated in the weapon's data record, not the ammo's. Go look. The strength "1" in the ammo record is a multiplier for the absolute value given in the weapon's record. If you examine the data for flechette ammo you'll see that it does 0.9 (90%) of whatever the base weapon's damage is.

No, I'm sorry. English is my second language, so I must get you wrong. I was referring to this line of your post.

QUOTE (ShadoWarrior @ Mar 31 2006, 02:25 PM) *
"Strength" is a zero-base additive value. Other numbers are typically multipliers (noise, light, etc).


You're saying, now, that strength is multiplier. Then you've said that strength is additive. I thought that means, for example, take 500+1 for 7.62Nato and 500+1.5 7.62NatoXP. Since I also knew, that weapon's damage is defined for it's firing mode and then gets multiplied by ammo's strength, I've made my post. I should have mentioned base weapon's damage, my mistake.
Laureati
Let begin by saying I'm glad I got replies so quickly.

I'm also glad that main man ShadoWarrior has replied. That said...

QUOTE (rman @ Mar 31 2006, 07:31 PM) *
You're saying, now, that strength is multiplier. Then you've said that strength is additive. I thought that means, for example, take 500+1 for 7.62Nato and 500+1.5 7.62NatoXP. Since I also knew, that weapon's damage is defined for it's firing mode and then gets multiplied by ammo's strength, I've made my post. I should have mentioned base weapon's damage, my mistake.


I'm afraid I have to agree with rman on this. Simply because even though you've stated that Strength is additive originally all the examples you've given have shown them to be multipliers. I'm pretty sure myself that Strength is a multiplier when it comes to damage effects. Which is why I suspect, depending on the value of "effect INT" Strength may be a multiplier or an addition. A simple perusal of the effects of cyborg enhancements vs effects of ammunition would show this.

But as I've said it's pretty much my best guess...

My main concern originally started because of the "noise FLT", "light FLT", "infra FLT" lines because if they are multipliers and not in fact additive then there may be serious problems with the code.

I admit rman's example of the ammunition is a little off (mostly because of phrasing not because of intent) because 500 x 1.25 = 625 [Strength FLT 500 - under weapon's Influence] x [Strength FLT 1.25 - under ammo's influence]. However it does go to show that Strength (at least in this case) is a multiplier not additive.

Influence of .50 Browning Ammo
Influencer Influencer RECORD
auto BOOL F
area STR "Target"
damage STR "Hard"
effect INT 1
time FLT 0
strength FLT 1
radius FLT 0
pellets INT 1
skill STR "<blank>"
detection STR "<blank>"
rounds INT 0
noise FLT 0
light FLT 0
infra FLT 0

You'll notice that the noise, light and infra of the ammo - if they are multipliers - would be that the ammunition eliminates all noise, light and infra signatures when firing the weapon (the same values are true for almost all ammunition except in the case of rockets and grenades. But since effect INT 1 maybe the noise, light and infra influencers are not a factor. Point is I don't know. And instead of having to test a mod over and over to come up with some educated guesses based on observation I'd much rather learn from the experience of others. And since no one's posted a topic on this yet - I thought I'd get it going.

I've been examining the equipment.txt file for a few days now and I'm kind of leaning towards the possibility of noise, light and infra being additive not multipliers ... because of the patterns.

I have however noticed discrepancies from time to time thus my thought of them being programming oversights. Oversights happen. Afterall there's a lot of lines to go through and mistakes happen. (just look at the "1-Round Burst or 2-Round Burst" selector for the Reticulan Blaster)

As for the use of cloaks I'm pretty sure they don't work in-game. I've suspected this for quite awhile just from gameplay but I'm almost convinced since personal cloak requires an activator - much like the "place" button for mines. But of course no such button exists because armor cannot be put into the "hands" slot. Also if personal cloak was passive, then why does it have a "time FLT" value of more than 0 and less than 999. It's in fact "time FLT 50" (or - by my estimates - 50 seconds). This activator button is also apparent once you include Personal Cloack and Sound Absorber on Light Armor. They appear like the way Single and Burst modes selectors do for weapons (different icons of course).

I do hope for this discussion to carry on further and for any inaccuracies to be addressed. I look forward to your replies.
rman
QUOTE (Laureati @ Mar 31 2006, 04:49 PM) *
skipped
As for the use of cloaks I'm pretty sure they don't work in-game. I've suspected this for quite awhile just from gameplay but I'm almost convinced since personal cloak requires an activator - much like the "place" button for mines. But of course no such button exists because armor cannot be put into the "hands" slot. Also if personal cloak was passive, then why does it have a "time FLT" value of more than 0 and less than 999. It's in fact "time FLT 50" (or - by my estimates - 50 seconds). This activator button is also apparent once you include Personal Cloack and Sound Absorber on Light Armor. They appear like the way Single and Burst modes selectors do for weapons (different icons of course).

I do hope for this discussion to carry on further and for any inaccuracies to be addressed. I look forward to your replies.

In ShadoWarrior's Weapon Rebalance mod this issue is fixed by making cloaks premanent. I.e. set auto BOOL T, time FTL 0 and get auto-activating cloak. You do not get that little icon over soldier's face, but as far as I can tell, cloak is functioning.
Another approach is using index int 0 instead of index int 9 for mode (also set time FLT 0). You get that little 'stealhty' icon that way, but as far as I can tell, no useful cloaking effect (ie enemies still see you).
I've tried to make cloak having two modes - one with index 0 for icon and another with index 9 and auto for effect, but no luck. I have icon, but I don't have effect.
Laureati
QUOTE (rman @ Mar 31 2006, 09:17 PM) *
In ShadoWarrior's Weapon Rebalance mod this issue is fixed by making cloaks premanent. I.e. set auto BOOL T, time FTL 0 and get auto-activating cloak. You do not get that little icon over soldier's face, but as far as I can tell, cloak is functioning.
Another approach is using index int 0 instead of index int 9 for mode (also set time FLT 0). You get that little 'stealhty' icon that way, but as far as I can tell, no useful cloaking effect (ie enemies still see you).
I've tried to make cloak having two modes - one with index 0 for icon and another with index 9 and auto for effect, but no luck. I have icon, but I don't have effect.


I'll be sure to check out the scripts in ShadoWarrior's equipment.txt file right after this reply.

I have noticed that there are common misconceptions in regards to modifiers - e.g. it's a common misconception that recoil compensators reduce recoil by 0.3 [i.e. about 1/3 OR 0.6'] which is incorrect, it reduces it TO 0.3x [TO about 1/3] (1.0 x 0.3 = 0.3 NOT 0.7). Judging by how Cloak is supposed to work it does not affect any player visible stats whatsoever. It reduces the character's "visibility" which is a hidden stat. However the in-game effects should be evident. I noticed the personal cloak flaw because my scouts were being spotted at the same ranges they were usually. However the AI cloaks seemed to work fine - thus I suspected some activator was not in place where they should be. [of course with superheroic stealth the point became moot]

Thanks for the info rman - I'll be sure to apply a working cloak script to the mod I'm working on. First thing I fixed was that pesky 1-shot Burst Reticulan Blaster - it correctly reads as Single shot now. smile.gif
ShadoWarrior
QUOTE (Laureati @ Mar 31 2006, 01:43 PM) *
First thing I fixed was that pesky 1-shot Burst Reticulan Blaster - it correctly reads as Single shot now. smile.gif

I fixed that a LONG time ago (in version 2.0) in my mod. wink.gif
Laureati
QUOTE (ShadoWarrior @ Apr 1 2006, 03:58 AM) *
QUOTE (Laureati @ Mar 31 2006, 01:43 PM) *

First thing I fixed was that pesky 1-shot Burst Reticulan Blaster - it correctly reads as Single shot now. smile.gif

I fixed that a LONG time ago (in version 2.0) in my mod. wink.gif


Heh. Well with all due respect I'm not using your (critically acclaimed) mod. Heard it's great. I am checking out for files to see what changes you've made though - and it definately looks great - just more changes than I'd like, no offense. Currently I'm interested in keeping the game as default as possible just fixing the stuff that doesn't work right in the default (1.2 patched) game - the personal cloak, sound damper, accelerator, etc. (hmmm ... shouldn't they release a patch to fix all that? The game still doesn't work 100% as it should.) - and some minor rebalancing issues. Like actually having the AK47 a somewhat useful weapon and Wargot weapons that are actually a threat (700+ damage or not it's still 0 if it misses - my troops wear armor just for the looks laugh.gif ).

Would really like to see new models/textures for your new weapons though. That would be awesome.

Oh I liked your re-working of the weapon slots for addons. Going to impliment something similar so that shotguns don't end up using Underbarrel Grenade Launchers but can still use Laser Sights.

Thinking of a way to address the Motion Tracker situation as it apparently doesn't eliminate Movement modifiers (if there are any ... judging from the accuarcy formula, there aren't - but there's parts of the engine I'm obviously not privy to) seems that Motion Tracker just increases the weapon accuracy wholesale. And of course make the thermal sight more than just another IR device (improves accuracy against targets with high thermal signature ... yeah, right.)

Also correcting the Glossary to correctly reflect changes. Like underbarrel laser - no skill required and Cloak - scout skill required blah blah.

Any more thoughts on the noise, light, infra FLT values situation ... and also the Strength as a multiplier/additive?
Just not quite convinced noise, light, infra are multiplers - unless of course your information is from the developers themselves ... then of course ... there's no argument. But it does raise other questions about their usage.

I've also noticed another value I'm not sure about. That's "power FLT". So far values of 0 and 1 are only there so I'm not sure what it's used for.
Laureati
UPDATE:

I've done some tests while working on my mod and have more to report on the effect of INFLUENCER lines "noise" , "light" and "thermal".

Shadowarrior was indeed correct that these influencers are multipliers. I've confirmed this on test with the reticulan launcher and ammo. There are however some serious bugs in the default configuration that mucks up the game.

Since "noise, light and thermal" are multipliers they are affected by other related equipments with "noise, light, thermal influencers". Weapons that require ammunition have the weapon's "noise, light and thermal influencers" multiplied by the ammunition's. Since for all firearms the ammunition have "noise, light and thermal" FLTs of 0 ... this means that all weapons fire have no noise, no light and no thermal signature. The only weapons with noise, light and thermal values then are lasers (power cells have no influencer record), rocket/grenade launchers (the only weapons with noise, light, thermal of >0 for both ammo and weapon) and natural weapons (muckstars, flatsters, etc.).

Test with human weapons have yet to be done. However in theory all firearms that use bullets would have noise, light and thermal values of 0 as the ammunition used have noise, light and thermal values of 0. (any number x 0 = 0)

I will conduct test with cultist opponents soon to confirm this.
Laureati
Test with human firearms completed.

Test method:

Reduced all cultist visiblity in "subrace.txt" file to 0.1
Increased related weapons light FLT and noise FLT to 10 (just for test purposes)
Left ammo light FLT and noise FLT at default 0

Effect: All cultists were not visible until they fired their weapons.

Conclusion: My initial theory about the possible non-detection of firearms was wrong. Ammo does not influence "Gun" type weapons. Therefore detection values for weapons work as intended. Apologies to any who were incessed by my initial theory.

Caveat: Similar test was done with reticulans and reticulan launchers (methodology was the same). Effect of which was that when either the missile's detection FLTs or launcher's FLTs were reduced to zero, the shooter remained undetected confirming original theory. However, in light of these new test results, further tests will be done to investigate the effect of influencers noise, light and thermal on rocket and grenade type weapons.

Tests for silencers also to follow. (will take time as will require modding of enemy equipment lines)
Gorre
Nice tests. I look forward to your finds (As I'm sure many other people will also).
Laureati
NOISE, LIGHT, THERMAL and SILENCER tests are DONE!

I'm pleased to inform you that the silencers have passed my weapons tests. (methodology was similar to previous post except Cultist Snipers with Silencer attached M82A1 Barretts were used.)

Weapons with Silencers proved undetectable by NOISE and work as intended.

However you'll never need to use one in the default game.

My Silencer tests have shown, contrary to my previous post, that my original theory was in fact correct. Therefore my apology is hereby withdrawn.

RESULTS:
Tests have shown that SILENCERS work as intended.
Tests have also shown that the NOISE, LIGHT, and THERMAL FLT values for AMMO affect the WEAPON's NOISE, LIGHT and THERMAL FLT values.
EFFECT:
In the default game all HUMAN PROJECTILE based weapons (pistols, rifles, SMGs) are completely UNDETECTABLE when fired since the ammunition NOISE, LIGHT and THERMAL FLT values are 0.
(this is no longer a theory. I have done over a dozen tests that prove it. In fact it was the silencer tests that proved something was wrong with the ammo values in the first place.)

I have since given positive integer values (1 and above) to NOISE, LIGHT and THERMAL FLTs to all ammunition. The effects were immediate and telling.

FIRST TEST (for sound only): Weapons: M4 Carbine NOISE 2 LIGHT 2 THERMAL 1. Ammunition 5.56x45mmNATO NOISE 20 LIGHT 1 THERMAL 1. Total noise value of weapon 40 (that's bloody high).
(other weapons were present by at default values of 0 for the ammunition)

Initial enemy contact was easy to avoid using stealth troops (scouts, stalkers). Cultists troops walked past my scout without noticing her and my troopers remained firmly hidden. That's when I let my Carbine Trooper open fire. If you haven't guessed it - after that all hell broke loose. Just about every Cultist trooper on the map rushed right towards my Carbine trooper. And it was a terrific fight to survive from there on (in fact, I'm pretty sure it was every one of them because the map ended when I finally gunned them down). This was very very different from my usual game experience where I my undampened, uncloakced, unsilenced scouts used to gun down Cultists, Wargots and Reticulans with XM8s at near point-blank range while their alien/fanatic buddies hardly batted an eye lid.

NOTES:-
1. Enemy did not react (to sound) from any of my troops except those using 5.56x45mmNATO ammunition (with the non-zero sound value).
2. Enemy troops out of visual range but firing 5.56x45mmNATO ammo were spotted with a "?" when they opened fire.
3. Previous test (post above) was flawed as whenever you get hit by an enemy weapon, the enemy that fired the weapon is immediately displayed for a few seconds, regardless of it's "stealth" values. This lead to the incorrect interpretation of the effects of NOISE, LIGHT and THERMAL in earlier tests.


Since then I have moded ammunition with NOISE, LIGHT and THERMAL values of aummunition to 1 and above and I have started a new game. I have to tell all of you in the modding community that it makes for a very different experience. The enemy responds much better to your attacks. You are able to tell when allied troops are under attack as the "?" symbols appears when they fire or are fired upon (provided you can hear and but not see them - further proof that weapons were silent and lightles before). And now, I can't wait till I get silencers... because man, I'm gonna need em.

Test for the appropriate values to set in the interest of game balance are now being under taken. So far values between 3-6 seem about right (noise detected at about half the distance of the map - depending on the weapon, remeber it's got a FLT value too and that's a multiplier). But really it all depends on you and what you think is about right for your game.
ShadoWarrior
Thank you. Please see post #1 in my Weapon Rebalance thread. Per your results I have fixed ammo for the upcoming v3.17 release.
Xentax
It sounds like you'd want to assign sensible values to the ammo, and leave most weapons at 1/1/1 unless they have modifying factors (e.g. weapons with integral silencers would suppress sound to like .1 or .2, and reduce light but possibly increase heat, weapons with mechanical action might have more sound than "electric" weapons like laser rifles, the subsonic ammo in SW's WR mod would have a lot less sound than supersonic ammo, etc.).

(BTW, SW if you see this - I tend to think "hypervelocity" weapons like the railgun WOULD still have a sound/IR signature even though they're not explosive - you can't send a piece of metal through air at hypersonic speeds without it generating a LOT of heat, and of course there's still a sonic boom, though you could well have a silencing mechanism for that built into the weapon)
ShadoWarrior
I decided to set the noise & light values by weapon, not by ammo. Yes, I know that it's not realistic. But it's easier to manage than to do it by ammo, especially since on a per calibre basis, there's no appreciable difference in noise & light between ammo types (ie: AP vs. non-AP). Since we cannot properly mod in incendiary bullets, and the game doesn't use pistols and rifles with regular and magnum versions of the same calibre, I feel that's a reasonable compromise. Especially since I really don't feel like going through the entire equipment file and re-doing all the guns.

With regards to the gauss weapons and IR signature, they don't ionize the air so there isn't any IR. The round itself travels so fast that you cannot notice its own (rather hot) signature. A Mach 5-15 bullet hitting a target only a few dozen meters away doesn't take very long to cover the distance. As for sound, you cannot silence hypersonic rounds, period. Silencers operate on the gasses from the explosion of a cartridge's propellant. Gauss weapons have no such explosions, hence no "bang" sound. You will hear a faint 'crack' from the supersonic shock wave, but the bullet is so small that you'd more likely spot the IR from the shooter's own body if you were that close. In the real world, people almost never hear bullets (most of which are supersonic). What they hear is the gunshot (explosion) or the impact of bullets against hard surfaces.
Xentax
I hear you on the weapon vs. ammo issue. The only sound/light differences that came to mind would be light on tracer rounds (not in the game), and sound from XP ammo (of which there's only a single example in the game, that I'm aware of). And even then, the sound would be on the *target* end, not the shooting end, so that shouldn't really affect the sound variable, either.

But, if you're thinking about IR for different weapons, I would (somewhat naively) think that the subs and machine guns would have more heat for a given calibre than a sniper rifle due to breech/barrel heating. I'm guessing the game doesn't exactly expose separate variables for single/burst fire though, let alone tracking a running average firing rate, eh?

As far as IR on the gauss weapons, I was only partly thinking about the air 'trail' heating - I was also thinking about heat transfer to the barrel of the weapon, making its IR signature go during/shortly after firing. Maybe there wouldn't be much of that? Your point about ionization is interesting - I went and found the experiment I'd been reading on before (http://www.powerlabs.org/railgun.htm), and while there was an astonishing plasma jet, my memory was incomplete; the jet was more due to rail erosion, something I guess we're assuming isn't a problem with Duralloy construction and ammunition smile.gif

I realize how firearm silencers work - I was postulating some other mechanism to baffle/disperse the sonic boom of a hypersonic round. Very Plot Device thinking here - partial vacuum of the barrel, or some sort of gas injection along the trajectory - make up whatever you like smile.gif But your point about most of the sound being the explosion is definitely taken.

Either way, they're my favorite weapons in my current campaign, having just manufactured the first few. Can't wait to see what these gauss autocannon do smile.gif
Laureati
To put the effect into the game simply, it is easier to give the AMMO values of 1 (as Shasowarrior has done)as the default game and most people's mod set the NOISE, LIGHT, and THERMAL values by weapon type.

Personnally I'm doing it the other way round (values by ammo, all weapons at 1) as I'm making an ammunition based mod (weapon damage is by ammunition type not by weapon).

NOTE:-
Do not set influencer values for items that do not have INFLUENCER RECORDS - e.g. batteries. This is not necessary. Lasers have always been detectable in the game.

It is possible to make different values for SINGLE and BURST modes on weapons. However I am unsure if the burst mode values are calculated as per shot or as the total effect of the burst. Since the default values are the same for both modes I'm assuming it's per bullet. It's too hard to test as I'd have to make the enemy shoot in different modes (which I can't control) in other for me to see the nett effect on gameplay.

FYI. I've found that there's an UNUSED FIRE MODE call FULL-AUTO. It is INT 11 under the modes FLT. (0=none, 1=single-shot, 2=burst shot, 11=full auto)

Haven't tested it out yet but I will in the future to see what effect if any that it has (probably yet another unimplemented object). Will update you all on my finds as per usual on this thread.
ShadoWarrior
QUOTE (Xentax @ May 3 2006, 07:46 PM) *
I'd been reading on before (http://www.powerlabs.org/railgun.htm), and while there was an astonishing plasma jet, my memory was incomplete; the jet was more due to rail erosion, something I guess we're assuming isn't a problem with Duralloy construction and ammunition smile.gif

There is no "rail erosion" because there isn't any contact with the "rails" in the barrel. It's a maglev system. The only reason the flechette itself warms up is due to air friction.

QUOTE (Xentax @ May 3 2006, 07:46 PM) *
Can't wait to see what these gauss autocannon do smile.gif

They rip things apart and/or blows them backwards. Quite effectively I might add. What the autocannon doesn't kill outright tends to get knocked on its butt. Knocking things down is the next best thing to killing them. At the very least they cannot shoot back at you while they are on their butts (or whatever is the Wargot/SG equivalent of a rear end).
Xentax
QUOTE (ShadoWarrior @ May 4 2006, 08:33 AM) *
QUOTE (Xentax @ May 3 2006, 07:46 PM) *

I'd been reading on before (http://www.powerlabs.org/railgun.htm), and while there was an astonishing plasma jet, my memory was incomplete; the jet was more due to rail erosion, something I guess we're assuming isn't a problem with Duralloy construction and ammunition smile.gif

There is no "rail erosion" because there isn't any contact with the "rails" in the barrel. It's a maglev system. The only reason the flechette itself warms up is due to air friction.

QUOTE (Xentax @ May 3 2006, 07:46 PM) *
Can't wait to see what these gauss autocannon do smile.gif

They rip things apart and/or blows them backwards. Quite effectively I might add. What the autocannon doesn't kill outright tends to get knocked on its butt. Knocking things down is the next best thing to killing them. At the very least they cannot shoot back at you while they are on their butts (or whatever is the Wargot/SG equivalent of a rear end).


(Mr. Burns voice) Excellent.

Fair enough on the rail thing - as I said, once I realized that was the source of plasma in the experiment I read about, I realized you could easily have the weaponized version not have that problem (though I'm sure they had a lot of fun trying to get the projectile to clear the barrel but still be close enough to get sufficient induction).

I finally got my first gauss assault rifle into action last night - love the balance - big damage but chews through ammo (even energon) quite rapidly. You really did a great job with these weapons.

And I definitely hear you on the knockdown factor. I sometimes find myself wishing it was faster for an L3 sniper to take a leg called shot than going for a headshot - as in, I'd be willing to tradeoff on the big damage for a faster knockdown. As it stands, they nearly always go for headshots since you STILL get the knockdown.
Laureati
MODE
INT 11 FULL-AUTO

Have activated the Full-auto Mode in my mod. It doesn't seem to do anything special, it's just another option to the single/burst fire modes.

Single shot has image of a single bullet

Burst shot has an image of three bullets

Full-auto has an image of a bullet with 2 arrows after it

Am currently using the Full-auto MODE for machineguns.

Made MGs fire options a 3-round burst and a 1-sec long burst in full-auto mode (i.e. fires a number of rounds equal to 60 * cyclic time)
BadgerBadgerBadger
QUOTE (ShadoWarrior @ Mar 30 2006, 10:04 PM) *
QUOTE
4. What does the "effect INT" refer to?

There is a DB table that lists the effects. You'd have to be in the Altar modders group to have access to the Wiki which describes that table.


In attempting to mod the Vivid Image Circlet,
I've run across some unexplained behavior in the effects. i have only been able to discern a few of the more obvious effects from the equip txt - this one is giving me fits.

I'm requesting to join the modder's group so as to access this DB ( or if someone could forward it?), as I seem to be the only person who got here so late they still care about AS.

BTW: So far, we have a "psi-sword" that can hit with either regular damage or a psi-only mode ( but not both: it's a step. 2 damage or effect types simulataneously isn't moddable) -
this leads me to believe i can make bayonets -
and a sneaky way to possibly give the wargots "power fists" wihtout making them appear to drag out new weapons...
(really ; you should NEVER run up on an elephant - especially a space-marine elephant)

Thank you for your consideration.

*Edit: had forgotten this:
QUOTE ( Laureti)
MODE
INT 11 FULL-AUTO

i was considering an "area effect" suppressing fir emode for MG's - this may allow me to assign that to a Full-Auto mode..
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