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Author Topic: General modding questions and answers  (Read 20525 times)
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Santini
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Posts: 157


« on: December 29, 2013, 12:35:00 PM »

Please keep offtopic discussion elsewhere, thanks!

Answers:
Are ammo loadouts for vehicles set somewhere else than techn_base.loc_def ?

What is the purpose of the three categories in ammo.loc_def ?

It appears that the categories set the ammo load for vehicles by date or quick battle


Is there a key for weapons entry?
Example:

TNSH, 1, 0, RBAR, 4, 2, 0, 0, 82, 20, 1, 0.1, 0.05, 0.1, 30, 750, 0, 0, 0, 15, 0, 0, 0, 0, 1, 0.2, 0, 0, 0.3, 0, shot_tnsh, reload2, , , 3, 1, 0, 0, txt_gun_tnsh, SMG, , TNSH, 0, 3, 1, 7, 60, 200, 0;


This is old key i used for SABOW.  Was from Krabb when he did a few mods for that game.  Parts are out dated. 

Code:
Weapon

FB_L5, 1, 0, RBAR, 3, 3, 0, 4, 30, 76.2, 1, 0.28, 0.1, 3, 1, 3, 0, 0, 0, 8, 0, 0, 0, 0, 1.6, 0.7, 0, 0, 1, 0.75, shot_gt2, reload1, , , 1, 0, 0, 0, txt_gun_m30, GUN, , FB_L5, 0, 0, 1;

Ammo

FB_L29HESH, 1, HEPT, FB_L5, 533, 0, 0, 0, 30, 0, 0, 0, 0.2, 0.3, 90, 1, 0, 0.2, 0, 30, 12, 1100, 30, UNI, 0, 7.42, 0.93, 0.22, 8, 0.6, 0.6, 0, 0, 0, 0, 2200, 0, 0, 0, 0.1, 0.3, 1, 1, txt_sh_l31, HE, RICO, HE, HE, 0, 1, 1, 1, 1, 0xffff4040, 0, 0.3, , , , , tracer, 1, 1.2, 1.5, 2, 2, 4, 4, 1, 0.1;
FB_L24HE, 1, HE, FB_L5, 514, 0, 0, 0, 30, 0, 0, 0, 0.2, 0.3, 90, 1, 0, 0.2, 0, 30, 12, 1000, 30, UNI, 0, 7.34, 1.08, 0.22, 8, 0.6, 0.6, 0, 0, 0, 0, 2200, 0, 0, 0, 0.1, 0.3, 1, 1, txt_sh_l31, HE, RICO, HE, HE, 0, 1, 1, 1, 1, 0xffff4040, 0, 0.3, , , , , tracer, 1, 1.8, 2.5, 3.5, 4, 1, 2, 3, 0.1;

Here's updated info on weapon/ammo:

weapons[] table

    Name
    Flags
    Weapons number of repetitions (primary weapon remains, further goes with suffixes, starting from 0)
    Ballistics type
    Action against manpower (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Action against equipment (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Action against aviation (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Action against installations (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Barrel length, cal
    Caliber, mm
    Recoil coef.
    Recoil, m
    Recoil time, sec
    Recuperation time, sec
    Number of shells in clip
    RPM (low)
    RPM (high)
    <not used>
    <not used>
    Clip changing time, sec
    Dispersion for a human when he shots the weapon min
    Dispersion for a human when he shots the weapon max
    <not used>
    <not used>
    Disclosure: flash
    Disclosure: smoke
    <not used>
    <not used>
    Shot smoke quantity
    Quantity of dust lifted
    Sound of shot
    Sound of reloading
    Sound of clip changing
    Sound of cartridge case falling
    Number of shots in the queue for the AI (max)
    Number of shots in the queue for the AI (min)
    <not used>
    <not used>
    Textual name
    Shot pattern
    Weapon geometry (addin, only carried)
    Gun marker
    Type of weapon animations (for soldier)
    Number of salvo rounds after which the sound of shot will be played
    CEP modifier


shells[] table

    Name
    Flags (0x0001 - tracer ammo, 0x0002 - rocket, 0x0004 - mine, 0x0008 - tracer ammo (every third), 0x0010 - shell, 0x0020 - bomb, 0x0040 - grenade - for AI the incendiary effect is used as armor-piercing mm's, 0x0080 - flamethrower, 0x100 - flame on the trajectory, 0x200 - fragmentation effect, 0x400 - don't take the normal into account, 0x800 - use for stationary)
    Type
    Gun marker
    Initial velocities for different charges, m/sec
    Initial velocities for different charges, m/sec
    Initial velocities for different charges, m/sec
    Initial velocities for different charges, m/sec
    Barrel length for which initial velocity is true, cal
    Caliber
    <not used>
    <not used>
    Armor-piercing effect
    Tendency to ricochet/blast thickness for HEAT
    Cumulative effect (core diameter for APDS)
    Demolition effect
    Grenades armor-piercing effect
    Fire effect radius
    <not used>
    Fragmentation effect
    Fragment average mass, gram
    Fragments energy
    Relative dispersion radius
    Fragments dispersion diagram
    Rate of replenishment of this ammo type/30 sec
    Shell mass, kg
    Explosives weight, kg
    Ballistic coefficient k1
    Ballistic coefficient k2
    CEP by x
    CEP by y
    Engine (gas-generator) operating time, sec
    Sterilizer triggering time, sec
    Extra speed achieved at the end of engine operating time
    <not used>
    Effective range, m
    Minimum range, m
    Range against air targets
    <not used>
    Action weights (shot)
    Action weights (trajectory)
    Action weights (explosion)
    Action weights (alternative channel)
    Name
    ??? pattern
    Explosion pattern
    Ricochet pattern
    Explosion sounds pattern
    Shell operating modes (0 - no explosion, 0x1 - on impact, 0x2 - delayed, 0x4 - distance preset)
    Blast time, ms
    Minimum delay, ms
    Maximum delay, ms
    Number of steps
    Tracer color
    Tracer burn time, sec
    Shell operation "stability" or value at which splinters begin to fly for HEPT
    Shell sprite for the interface
    Reloading shell object name (addin)
    Shell cartridge case name (addin)
    Loaded shell name (addin)
    Shell name (tracers)
    Weight for counting shells quantity
    Shell applicability at infantry coefficients: not covered
    Shell applicability at infantry coefficients: trenched
    Shell applicability at infantry coefficients: in the building
    Shell applicability at infantry coefficients: at guns, machine guns and mortars
    Shell applicability at equipment coefficients: heavy-armored
    Shell applicability at equipment coefficients: light-armored
    Shell applicability at equipment coefficients: unarmored
    Shell applicability at equipment coefficients: aviation

Each line goes with line in the code with the ,    Yes is vary basic but it worked then....

from hum_base, what is:
   effect[f]   = 3;
   vis_factor[f]   = 0.5;

   command[f]   = 10;
   speeds[v]   = 5, 12, 0, 0;

   hum_params[v]   = 0, 7, 0.15, 0;
hum_params[v]   = 0, 7, 0.15, 0;

1) 0 - no binoculars otherwise 1.5
2) 7 - thikness of armor in mm
3) 0.15 - percentage of area protected by armor
4) 0 - no bonus in accuracy otherwise 0.4 for snipers.

vis_factor[f]   = 0.5;

multiplier of unit visiability

command[f]   = 10;

radius of command

speeds[v]   = 5, 12, 0, 0;

I guess min & max unit's speed

effect[f]   = 3;

As I remember smth like efficiency or how this unit is important for enemy to kill.


Questions:



   
« Last Edit: January 03, 2014, 03:01:07 AM by Santini » Logged
Santini
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Posts: 157


« Reply #1 on: December 29, 2013, 01:27:40 PM »

Also, is there a guide for the hum_base files?

Example, what does vis_factor and hum_params do?
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Santini
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Posts: 157


« Reply #2 on: December 29, 2013, 02:27:52 PM »

a div_units guide would be cool too
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Santini
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Posts: 157


« Reply #3 on: December 29, 2013, 04:54:50 PM »

Are ammo loadouts for vehicles set somewhere else than techn_base.loc_def ?
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Santini
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Posts: 157


« Reply #4 on: December 29, 2013, 04:56:25 PM »

Is there a way to identify load order, and determine what components of flatpacks are overriding others, besides trial and error?
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Santini
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Posts: 157


« Reply #5 on: December 30, 2013, 07:40:54 AM »

Can you change the material of the hum units to simulate body armor?
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Santini
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Posts: 157


« Reply #6 on: December 30, 2013, 11:43:27 PM »

Are ammo loadouts for vehicles set somewhere else than techn_base.loc_def ?

What is the purpose of the three categories in ammo.loc_def ?
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Santini
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*****
Posts: 157


« Reply #7 on: December 30, 2013, 11:54:00 PM »

Are ammo loadouts for vehicles set somewhere else than techn_base.loc_def ?

What is the purpose of the three categories in ammo.loc_def ?

It appears that the categories set the ammo load for vehicles by date or quick battle
Logged
Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #8 on: December 31, 2013, 12:36:15 AM »

This is old key i used for SABOW.  Was from Krabb when he did a few mods for that game.  Parts are out dated. 

Code:
Weapon

FB_L5, 1, 0, RBAR, 3, 3, 0, 4, 30, 76.2, 1, 0.28, 0.1, 3, 1, 3, 0, 0, 0, 8, 0, 0, 0, 0, 1.6, 0.7, 0, 0, 1, 0.75, shot_gt2, reload1, , , 1, 0, 0, 0, txt_gun_m30, GUN, , FB_L5, 0, 0, 1;

Ammo

FB_L29HESH, 1, HEPT, FB_L5, 533, 0, 0, 0, 30, 0, 0, 0, 0.2, 0.3, 90, 1, 0, 0.2, 0, 30, 12, 1100, 30, UNI, 0, 7.42, 0.93, 0.22, 8, 0.6, 0.6, 0, 0, 0, 0, 2200, 0, 0, 0, 0.1, 0.3, 1, 1, txt_sh_l31, HE, RICO, HE, HE, 0, 1, 1, 1, 1, 0xffff4040, 0, 0.3, , , , , tracer, 1, 1.2, 1.5, 2, 2, 4, 4, 1, 0.1;
FB_L24HE, 1, HE, FB_L5, 514, 0, 0, 0, 30, 0, 0, 0, 0.2, 0.3, 90, 1, 0, 0.2, 0, 30, 12, 1000, 30, UNI, 0, 7.34, 1.08, 0.22, 8, 0.6, 0.6, 0, 0, 0, 0, 2200, 0, 0, 0, 0.1, 0.3, 1, 1, txt_sh_l31, HE, RICO, HE, HE, 0, 1, 1, 1, 1, 0xffff4040, 0, 0.3, , , , , tracer, 1, 1.8, 2.5, 3.5, 4, 1, 2, 3, 0.1;

Here's updated info on weapon/ammo:

weapons[] table

    Name
    Flags
    Weapons number of repetitions (primary weapon remains, further goes with suffixes, starting from 0)
    Ballistics type
    Action against manpower (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Action against equipment (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Action against aviation (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Action against installations (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Barrel length, cal
    Caliber, mm
    Recoil coef.
    Recoil, m
    Recoil time, sec
    Recuperation time, sec
    Number of shells in clip
    RPM (low)
    RPM (high)
    <not used>
    <not used>
    Clip changing time, sec
    Dispersion for a human when he shots the weapon min
    Dispersion for a human when he shots the weapon max
    <not used>
    <not used>
    Disclosure: flash
    Disclosure: smoke
    <not used>
    <not used>
    Shot smoke quantity
    Quantity of dust lifted
    Sound of shot
    Sound of reloading
    Sound of clip changing
    Sound of cartridge case falling
    Number of shots in the queue for the AI (max)
    Number of shots in the queue for the AI (min)
    <not used>
    <not used>
    Textual name
    Shot pattern
    Weapon geometry (addin, only carried)
    Gun marker
    Type of weapon animations (for soldier)
    Number of salvo rounds after which the sound of shot will be played
    CEP modifier


shells[] table

    Name
    Flags (0x0001 - tracer ammo, 0x0002 - rocket, 0x0004 - mine, 0x0008 - tracer ammo (every third), 0x0010 - shell, 0x0020 - bomb, 0x0040 - grenade - for AI the incendiary effect is used as armor-piercing mm's, 0x0080 - flamethrower, 0x100 - flame on the trajectory, 0x200 - fragmentation effect, 0x400 - don't take the normal into account, 0x800 - use for stationary)
    Type
    Gun marker
    Initial velocities for different charges, m/sec
    Initial velocities for different charges, m/sec
    Initial velocities for different charges, m/sec
    Initial velocities for different charges, m/sec
    Barrel length for which initial velocity is true, cal
    Caliber
    <not used>
    <not used>
    Armor-piercing effect
    Tendency to ricochet/blast thickness for HEAT
    Cumulative effect (core diameter for APDS)
    Demolition effect
    Grenades armor-piercing effect
    Fire effect radius
    <not used>
    Fragmentation effect
    Fragment average mass, gram
    Fragments energy
    Relative dispersion radius
    Fragments dispersion diagram
    Rate of replenishment of this ammo type/30 sec
    Shell mass, kg
    Explosives weight, kg
    Ballistic coefficient k1
    Ballistic coefficient k2
    CEP by x
    CEP by y
    Engine (gas-generator) operating time, sec
    Sterilizer triggering time, sec
    Extra speed achieved at the end of engine operating time
    <not used>
    Effective range, m
    Minimum range, m
    Range against air targets
    <not used>
    Action weights (shot)
    Action weights (trajectory)
    Action weights (explosion)
    Action weights (alternative channel)
    Name
    ??? pattern
    Explosion pattern
    Ricochet pattern
    Explosion sounds pattern
    Shell operating modes (0 - no explosion, 0x1 - on impact, 0x2 - delayed, 0x4 - distance preset)
    Blast time, ms
    Minimum delay, ms
    Maximum delay, ms
    Number of steps
    Tracer color
    Tracer burn time, sec
    Shell operation "stability" or value at which splinters begin to fly for HEPT
    Shell sprite for the interface
    Reloading shell object name (addin)
    Shell cartridge case name (addin)
    Loaded shell name (addin)
    Shell name (tracers)
    Weight for counting shells quantity
    Shell applicability at infantry coefficients: not covered
    Shell applicability at infantry coefficients: trenched
    Shell applicability at infantry coefficients: in the building
    Shell applicability at infantry coefficients: at guns, machine guns and mortars
    Shell applicability at equipment coefficients: heavy-armored
    Shell applicability at equipment coefficients: light-armored
    Shell applicability at equipment coefficients: unarmored
    Shell applicability at equipment coefficients: aviation

Each line goes with line in the code with the ,    Yes is vary basic but it worked then....
Logged

Yabba dabba do
Santini
Oberstleutnant
*****
Posts: 157


« Reply #9 on: December 31, 2013, 01:07:00 AM »

This is old key i used for SABOW.  Was from Krabb when he did a few mods for that game.  Parts are out dated. 

Code:
Weapon

FB_L5, 1, 0, RBAR, 3, 3, 0, 4, 30, 76.2, 1, 0.28, 0.1, 3, 1, 3, 0, 0, 0, 8, 0, 0, 0, 0, 1.6, 0.7, 0, 0, 1, 0.75, shot_gt2, reload1, , , 1, 0, 0, 0, txt_gun_m30, GUN, , FB_L5, 0, 0, 1;

Ammo

FB_L29HESH, 1, HEPT, FB_L5, 533, 0, 0, 0, 30, 0, 0, 0, 0.2, 0.3, 90, 1, 0, 0.2, 0, 30, 12, 1100, 30, UNI, 0, 7.42, 0.93, 0.22, 8, 0.6, 0.6, 0, 0, 0, 0, 2200, 0, 0, 0, 0.1, 0.3, 1, 1, txt_sh_l31, HE, RICO, HE, HE, 0, 1, 1, 1, 1, 0xffff4040, 0, 0.3, , , , , tracer, 1, 1.2, 1.5, 2, 2, 4, 4, 1, 0.1;
FB_L24HE, 1, HE, FB_L5, 514, 0, 0, 0, 30, 0, 0, 0, 0.2, 0.3, 90, 1, 0, 0.2, 0, 30, 12, 1000, 30, UNI, 0, 7.34, 1.08, 0.22, 8, 0.6, 0.6, 0, 0, 0, 0, 2200, 0, 0, 0, 0.1, 0.3, 1, 1, txt_sh_l31, HE, RICO, HE, HE, 0, 1, 1, 1, 1, 0xffff4040, 0, 0.3, , , , , tracer, 1, 1.8, 2.5, 3.5, 4, 1, 2, 3, 0.1;

Here's updated info on weapon/ammo:

weapons[] table

    Name
    Flags
    Weapons number of repetitions (primary weapon remains, further goes with suffixes, starting from 0)
    Ballistics type
    Action against manpower (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Action against equipment (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Action against aviation (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Action against installations (0 - none, 1 - very weak, 2 - weak, 3 - average, 4 - good, 5 - very good)
    Barrel length, cal
    Caliber, mm
    Recoil coef.
    Recoil, m
    Recoil time, sec
    Recuperation time, sec
    Number of shells in clip
    RPM (low)
    RPM (high)
    <not used>
    <not used>
    Clip changing time, sec
    Dispersion for a human when he shots the weapon min
    Dispersion for a human when he shots the weapon max
    <not used>
    <not used>
    Disclosure: flash
    Disclosure: smoke
    <not used>
    <not used>
    Shot smoke quantity
    Quantity of dust lifted
    Sound of shot
    Sound of reloading
    Sound of clip changing
    Sound of cartridge case falling
    Number of shots in the queue for the AI (max)
    Number of shots in the queue for the AI (min)
    <not used>
    <not used>
    Textual name
    Shot pattern
    Weapon geometry (addin, only carried)
    Gun marker
    Type of weapon animations (for soldier)
    Number of salvo rounds after which the sound of shot will be played
    CEP modifier


shells[] table

    Name
    Flags (0x0001 - tracer ammo, 0x0002 - rocket, 0x0004 - mine, 0x0008 - tracer ammo (every third), 0x0010 - shell, 0x0020 - bomb, 0x0040 - grenade - for AI the incendiary effect is used as armor-piercing mm's, 0x0080 - flamethrower, 0x100 - flame on the trajectory, 0x200 - fragmentation effect, 0x400 - don't take the normal into account, 0x800 - use for stationary)
    Type
    Gun marker
    Initial velocities for different charges, m/sec
    Initial velocities for different charges, m/sec
    Initial velocities for different charges, m/sec
    Initial velocities for different charges, m/sec
    Barrel length for which initial velocity is true, cal
    Caliber
    <not used>
    <not used>
    Armor-piercing effect
    Tendency to ricochet/blast thickness for HEAT
    Cumulative effect (core diameter for APDS)
    Demolition effect
    Grenades armor-piercing effect
    Fire effect radius
    <not used>
    Fragmentation effect
    Fragment average mass, gram
    Fragments energy
    Relative dispersion radius
    Fragments dispersion diagram
    Rate of replenishment of this ammo type/30 sec
    Shell mass, kg
    Explosives weight, kg
    Ballistic coefficient k1
    Ballistic coefficient k2
    CEP by x
    CEP by y
    Engine (gas-generator) operating time, sec
    Sterilizer triggering time, sec
    Extra speed achieved at the end of engine operating time
    <not used>
    Effective range, m
    Minimum range, m
    Range against air targets
    <not used>
    Action weights (shot)
    Action weights (trajectory)
    Action weights (explosion)
    Action weights (alternative channel)
    Name
    ??? pattern
    Explosion pattern
    Ricochet pattern
    Explosion sounds pattern
    Shell operating modes (0 - no explosion, 0x1 - on impact, 0x2 - delayed, 0x4 - distance preset)
    Blast time, ms
    Minimum delay, ms
    Maximum delay, ms
    Number of steps
    Tracer color
    Tracer burn time, sec
    Shell operation "stability" or value at which splinters begin to fly for HEPT
    Shell sprite for the interface
    Reloading shell object name (addin)
    Shell cartridge case name (addin)
    Loaded shell name (addin)
    Shell name (tracers)
    Weight for counting shells quantity
    Shell applicability at infantry coefficients: not covered
    Shell applicability at infantry coefficients: trenched
    Shell applicability at infantry coefficients: in the building
    Shell applicability at infantry coefficients: at guns, machine guns and mortars
    Shell applicability at equipment coefficients: heavy-armored
    Shell applicability at equipment coefficients: light-armored
    Shell applicability at equipment coefficients: unarmored
    Shell applicability at equipment coefficients: aviation

Each line goes with line in the code with the ,    Yes is vary basic but it worked then....

Any idea where the info was acquired from?
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Santini
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Posts: 157


« Reply #10 on: December 31, 2013, 11:35:43 AM »

Where are the ammo loadouts for the offmap support?

I thought they were in div_units, but it seems to not have effect

Edit: It is, in fact, the div_units file
« Last Edit: January 01, 2014, 08:44:12 AM by Santini » Logged
Lerch
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Posts: 12


« Reply #11 on: January 02, 2014, 07:09:17 AM »

This is the worst game I've ever seen for:

addons

update

ABSOLUTELY THE WORST.  NO IDEA WHAT IS GOING ON
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Lerch
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Posts: 12


« Reply #12 on: January 02, 2014, 07:18:10 AM »

How many years have we heard "It is easy to modify this game, you just don't understand!" from people like Flashburn.

This is the epitome of bad leadership:  "It is easy; you just don't understand!"

If Flashburn really was smart, then maybe I'd listen.  This is VARY important!
« Last Edit: January 02, 2014, 07:40:23 AM by Lerch » Logged
Santini
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Posts: 157


« Reply #13 on: January 02, 2014, 01:36:51 PM »

from hum_base, what is:
   effect[f]   = 3;
   vis_factor[f]   = 0.5;

   command[f]   = 10;
   speeds[v]   = 5, 12, 0, 0;

   hum_params[v]   = 0, 7, 0.15, 0;
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FB_AGA
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Posts: 287


« Reply #14 on: January 02, 2014, 05:09:53 PM »

hum_params[v]   = 0, 7, 0.15, 0;

1) 0 - no binoculars otherwise 1.5
2) 7 - thikness of armor in mm
3) 0.15 - percentage of area protected by armor
4) 0 - no bonus in accuracy otherwise 0.4 for snipers.

vis_factor[f]   = 0.5;

multiplier of unit visiability

command[f]   = 10;

radius of command

speeds[v]   = 5, 12, 0, 0;

I guess min & max unit's speed

effect[f]   = 3;

As I remember smth like efficiency or how this unit is important for enemy to kill.
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lockie
Generalfeldmarschall
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Posts: 2348



« Reply #15 on: January 02, 2014, 06:23:53 PM »

vis_factor[f]   = 0.5;
What the diff. between
vis_factor[f]   = 0.5;
and
vis_factor   = 0.5;
and what does [f]? Or this is a part name of the variable?

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Krabb
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Posts: 902


Chekist with a Mauser


« Reply #16 on: January 02, 2014, 06:42:33 PM »

what does [f]? Or this is a part name of the variable?
Variable type: [f] - float, [v] - vector (array of 4 float values), [u] - unsigned (integer), [a] - array of 4 unsigneds, [s] - string.
« Last Edit: January 02, 2014, 06:49:31 PM by Krabb » Logged

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lockie
Generalfeldmarschall
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Posts: 2348



« Reply #17 on: January 02, 2014, 11:24:14 PM »

what does [f]? Or this is a part name of the variable?
Variable type: [f] - float, [v] - vector (array of 4 float values), [u] - unsigned (integer), [a] - array of 4 unsigneds, [s] - string.
Thanks for the answer. This is incredible! Do we've to know what does `4 float values`?  I'm just casual player.

BTW
To define the plane we need only three points. Anyway, thanks for the the complete answer.
« Last Edit: January 03, 2014, 01:03:26 AM by lockie » Logged

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Flashburn
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Posts: 2412



« Reply #18 on: January 03, 2014, 12:38:40 AM »

How many years have we heard "It is easy to modify this game, you just don't understand!" from people like Flashburn.

This is the epitome of bad leadership:  "It is easy; you just don't understand!"

If Flashburn really was smart, then maybe I'd listen.  This is VARY important!


EH? 

I have said its not to hard to do stuff....so long as you know what to do.   Tongue  Which certainly IMO sums up making campaigns. 

But it does require the time as in all things....to put the time in and learn.  You are totally correct.  I am not that smart.  Yet by simply braking down the game for campaign/addon making I broke it down Barny style to little chunks.  Learning 1 thing then another.  If you just jump in trying to make some uber addon you will likely fail.

I do not think I am leading anyone?  Let me look behind me... nope, no one there.  Grin   I do hear that you are frustrated.  Honestly me too.  Do you have any idea how many hours I have stuck in trying to make stuff work!  Playable vehicles for SABOW with basic custom interiors.... FAIL.  Although vary close to getting it to work.  Longstop map.  Well that was not a fail.  I mainly succeeded on that.  Just everything that goes with it.  Not so much.  Could fully commented code and better how too do it help? YES.  For sure.  But Gravi is a small company.  The man hours to make all that VS actually make something else like a DLC or Mius is prohibitive.  Those will make money to pay bills.  A better mod guide OR going back and commenting everything in English would take quite a while.  Plus only a handful of people would use it.  Although commenting in Russian or or Ukrainian would do.    Tongue   Ugh I remember way back in Operation Flashpoints guts getting annoyed that every damned named thing was in Czech. 

On the flip side GUI tastic unreal editors screw me up right bad.  And its suppose to be easier.....
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Yabba dabba do
lockie
Generalfeldmarschall
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Posts: 2348



« Reply #19 on: January 03, 2014, 12:56:33 AM »

...But Gravi is a small company. 
Innocence is no excuse.
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