Modder's Toolbox -1 reply

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Terra_Inc

I'm not a bug. I'm a feature.

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3rd November 2008

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#1 10 years ago

As some people may have noticed, I just released a tool named "Weapon Output Calc" on A2files. This is the first of a few tools I made a while ago. When I submitted this tool, I thought I'd release them one after the other and be done with it. They're all more or less useful. They were useful when I used them, so there's a slight chance that there's someone in the community who also likes to use them. I decided to call them the Modder's Toolbox... A friendly suggestion from Freyr made me think about this project and that thought resulted in this thread. I'm rewriting the not-yet-released tools (you wouldn't want to use the originals, they're all in German!) and I'm working on v2 of the Output Calc. You see, doing this is actually very much fun, so I thought I'd show you a few pictures of the work in progress. If you have suggestions or ideas, tell me! I want these tools to be as useful as possible.

Spoiler: Show

outputcalc2interface.jpg

This is the GUI of the improved Output Calc. I added a new part telling you the exact weapon output. It does look good, but it doesn't work yet. Calculating the average output is quite easy, but the exact output requires much more code.

OK, now you have the chance to take a look at the next part of the Modder's Toolbox.

Spoiler: Show

newuix.jpg

Don't tell me you can't see what this is. It's the prototype GUI of the Hitpoint Calc. This tool calculates the Shield and System Hitpoints based on the Hull Hitpoints. Doesn't seem to be hard work, I know. But if you're doing a TC or a fullrace, you'll have to do this for hundreds of ships. I was tired of doing this, so I programmed this tool. Enter the Hull Hitpoints and your desired percentages in the correct fields - you'll get a full set of Hitpoint values. The captions aren't finished yet and I'm still thinking about the arrangement of the interface elements.

Spoiler: Show
How can you use this? Imagine a Fed race. You take a few TMP or TLE ships, a few TNG ships and many modern ships. Most of the modern ships will have robust systems, so you choose a percentage of 10% for the systems and 90% for the shields. But your TLE units are a bit rusty, so you choose lower percentages for them. Or imagine a TC mod. Use higher system/shield percentages for Roms and Feds, use lower percentages for your Klinks. You can calculate lots of values without having to use your pocket calculator.

That's it for now. More pre-release information coming soon! ;)




FallenGraces

To Each His Own

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18th October 2008

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#2 10 years ago

very nice man keeping an eye on this




C.A.B.A.L.

Intermittently Connected

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13th March 2009

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#3 10 years ago

Yay, more tools! I liked the damage calculator, it basically did the calculations I did to find average damage of a ship, but with much less time and effort.




Freyr Advanced Member

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6th February 2005

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#4 10 years ago

Terra_Inc;5023311 A friendly suggestion from Freyr made me think about this project and that thought resulted in this thread. I'm rewriting the not-yet-released tools (you wouldn't want to use the originals, they're all in German!) and I'm working on v2 of the Output Calc. You see, doing this is actually very much fun, so I thought I'd show you a few pictures of the work in progress. If you have suggestions or ideas, tell me! I want these tools to be as useful as possible. [/QUOTE]

Personally, I think this set of tools has the potential to be incredibly useful; external testing of how much damage certain ships are going to deal and receive before dying could remove the requirement for a significant amount of ingame testing from the game. This allows for simultaneously increasing the quality of your balancing work while reducing the time taken to do it in the first place, which means more time can be put into your mod.

If the tool is well executed in years to come people might wonder how on earth we managed without it.

Terra_Inc;5023311 This is the GUI of the improved Output Calc. I added a new part telling you the exact weapon output. It does look good, but it doesn't work yet. Calculating the average output is quite easy, but the exact output requires much more code.[/QUOTE]

Yeah, no kidding. Thinking of the code to do half the stuff I suggest gives me headaches. =p After much thought, I think the mathematical formula needed is reload speed divided by 10, to give you the number of shots in ten seconds, discard the decimal points and then times the weapon output by that number with allowance for the hitchance making a shot miss.

[QUOTE=Terra_Inc;5023311] OK, now you have the chance to take a look at the next part of the Modder's Toolbox.

Don't tell me you can't see what this is. It's the prototype GUI of the Hitpoint Calc. This tool calculates the Shield and System Hitpoints based on the Hull Hitpoints. Doesn't seem to be hard work, I know. But if you're doing a TC or a fullrace, you'll have to do this for hundreds of ships. I was tired of doing this, so I programmed this tool. Enter the Hull Hitpoints and your desired percentages in the correct fields - you'll get a full set of Hitpoint values. The captions aren't finished yet and I'm still thinking about the arrangement of the interface elements.

I think the next killer feature with all of the new inputs is a import feature which picks up the figures directly from the ODF's so you don't have to type them all in. :naughty: [QUOTE=Terra_Inc;5023311]

That's it for now. More pre-release information coming soon! ;)

I'm looking forward to it.




Cpt.BenSisko

Battlestations!!!!

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23rd March 2004

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#5 10 years ago

How can a weapon do damage over time? Like if i have a phaser that does 219.5 basedamage....and its life span is 1.6f...does that mean it will do 329.25 pts of damage??? Is lifespan and damagebase related at all to each other??




Terra_Inc

I'm not a bug. I'm a feature.

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3rd November 2008

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#6 10 years ago
Yeah, no kidding. Thinking of the code to do half the stuff I suggest gives me headaches. =p After much thought, I think the mathematical formula needed is reload speed divided by 10, to give you the number of shots in ten seconds, discard the decimal points and then times the weapon output by that number with allowance for the hitchance making a shot miss.

That's correct. I'm still thinking about the right coding... I need new functions, but I can't decide if I should use one for all of the three new fields (that means, the exact output in 1, 10 and 30 secs) or make seperate ones...

I think the next killer feature with all of the new inputs is a import feature which picks up the figures directly from the ODF's so you don't have to type them all in. :naughty:

Hehe, yeah, that would be cool. I thought about doing this for the Battle Calc (oops, classified pre-release information! :eek:) but I don't think it's possible with my limited skills. The problem is that the ship ODFs refer to the weapon ODFs, which in turn refer to the ordinance ODFs. I don't think I can write a program capable of handling all those references. Picking up information from one single ODF should be possible, but it would be hard work to make it do this. I don't know about the other direction - putting information into ODFs via coding. That would probably be even more complicated. But who knows? We're all extending our knowledge. As I mentioned, my coding skills are limited, but I'll possibly learn more and more and when I finally understand how to write such a program, I'll come back and do it.

How can a weapon do damage over time? Like if i have a phaser that does 219.5 basedamage....and its life span is 1.6f...does that mean it will do 329.25 pts of damage???

No, no. Here's a short "Behind-the-scenes" about phaser weaponry: When the weapon fires, it projects the beam which is textured with the phaser sprite. The beam stays there as long as the life span isn't finished. But a2 already begins counting the reload time until the next beam is fired - even if the old beam is still there. Now, if I'm not mistaken, the phaser beam deals damage when the life span is expired and the beam ceases to exist. That may seem strange, but it's true. That damage is the base damage, with all the different modifiers and variances applied.




Cpt.BenSisko

Battlestations!!!!

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23rd March 2004

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#7 10 years ago

so there is no way for a phaser to do damage over time? okay...but if one wants to come up with their own system they can...so if you wanna have a phaser fire for 1.0 sec and do 100 damage..you can then have it fire for 2.0f and do 200 damage...okay...i understand




Freyr Advanced Member

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6th February 2005

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#8 10 years ago
Cpt.BenSisko;5024219so there is no way for a phaser to do damage over time? okay...but if one wants to come up with their own system they can...so if you wanna have a phaser fire for 1.0 sec and do 100 damage..you can then have it fire for 2.0f and do 200 damage...okay...i understand

The species bio pulse conduct does this, so the code is in the game to do it.




Cpt.BenSisko

Battlestations!!!!

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23rd March 2004

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#9 10 years ago

i will def have to look into that...is it affected by lifespan?? i don't have my odfs in front me...can you post the code for it?




Freyr Advanced Member

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#10 10 years ago

Sorry, exactly what I would need to post from that weapon is beyond me. It's "gbiopulse", but it's then split down into the battleship and frigate; the frigates weapon has a comment saying it's only a graphic for the main weapon and doesn't do any damage itself.

Bear in mind, I know little about ODF coding so it's probably easily figured out by someone that knows. My knowledge comes from using it in multi; you group the 8 battleships on a frigate and they then shoot one beam from the frigate which constantly deals severe damage for as long as the beam is active.

If someone figures it out though, could they let me know?