is NumParse considered helpful?

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 Post subject: is NumParse considered helpful?
PostPosted: Wed Dec 24, 2008 10:48 pm 
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According to the specs on your site, the NumParse class is freaking awesome for modding.

First question: does the actual game match those specs? Is the use of RANGE and DISTRIBUTION recommended, or is it considered unstable?

Second question: If I understand the syntax correctly, then the following little snippet:
Code:
<aimedweapon type='WeaponRedirect'>
   <habs>false</habs>
   <vabs>false</vabs>
   <hredirect>0</hredirect>
   <vredirect>DISTRIBUTION(-10,0,10)</vredirect>
   <nextaction type='WeaponReference'>
      <weapon> ... whatever ... </weapon>
   </nextaction>
</aimedweapon>

... should be identical in function to this much longer chunk:
Code:
<aimedweapon type='WeaponRandomChoice'>
   <weaponchoice1>
      <weight>10</weight>
      <weapon> ... whatever ... </weapon>
   </weaponchoice1>
   <weaponchoice2>
      <weight>10</weight>
      <weapon type='WeaponRedirect'>
         <habs>false</habs>
         <vabs>false</vabs>
         <hredirect>0</hredirect>
         <vredirect>10</vredirect>
         <nextaction type='WeaponReference'>
            <weapon> ... whatever ... </weapon>
         </nextaction>
      </weapon>
   </weaponchoice2>
   <weaponchoice3>
      <weight>10</weight>
      <weapon type='WeaponRedirect'>
         <habs>false</habs>
         <vabs>false</vabs>
         <hredirect>0</hredirect>
         <vredirect>-10</vredirect>
         <nextaction type='WeaponReference'>
            <weapon> ... whatever ... </weapon>
         </nextaction>
      </weapon>
   </weaponchoice3>
</aimedweapon>


Is that correct? :?:

And it would be trivial to add even more variation just by adjusting the two redirect lines?


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 Post subject: Re: is NumParse considered helpful?
PostPosted: Wed Dec 24, 2008 11:48 pm 
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Frankie wrote:
According to the specs on your site, the NumParse class is freaking awesome for modding.

First question: does the actual game match those specs? Is the use of RANGE and
DISTRIBUTION recommended, or is it considered unstable?

Second question: If I understand the syntax correctly, then the following little
snippet: [code]<aimedweapon type='WeaponRedirect'>
----snip---
Is that correct? :?:

And it would be trivial to add even more variation just by adjusting the
two redirect lines?

In theory, you are correct. It would fire the effect at one of 3 random angles.
If replaced with a RANGE(10,-10, 1), it would in fact pick any random angle
between those limits, at 1 degree adjustments.

The Random/numparse addition was extremely helpfull to modders. It let us
create a specific level of variance, or a random-angle set, with only a few lines
of code, instead of hundreds.

Combining that, with the enhanced repeat / goto-loop feature, many of my
complex weapons were simplified to a fraction of there code size.

The living flame weapon, Lava-Worm, is nasty with it's life-like intellegence; yet
it's code is merely a single repeated loop.
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 Post subject: Re: is NumParse considered helpful?
PostPosted: Thu Dec 25, 2008 1:29 pm 
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Joined: Tue Dec 09, 2008 3:42 pm
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Thrax wrote:
Frankie wrote:
First question: does the actual game match those specs? Is the use of RANGE and DISTRIBUTION recommended, or is it considered unstable?

In theory, you are correct. It would fire the effect at one of 3 random angles.

Thanks. But is there a "But..." that follows your "In theory..."? :?

In theory, theory and practice are the same. But in practice, they aren't.


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 Post subject: Re: is NumParse considered helpful?
PostPosted: Thu Dec 25, 2008 4:27 pm 
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Frankie wrote:
Thrax wrote:
Frankie wrote:
First question: does the actual game match those specs? Is the use of RANGE
and DISTRIBUTION recommended, or is it considered unstable?

In theory, you are correct. It would fire the effect at one of 3 random angles.

Thanks. But is there a "But..." that follows your "In theory..."? :?

In theory, theory and practice are the same. But in practice, they aren't.

It's called Experementing. There are a few occasions that the code you twist
will not act as you intended, but instead create a new and unexpected result.
This can actually be a good thing, as it helps us all by discovering abilities even
the author diddn't know he added in. Like Vaccuum Mag shields, Multi-turn
weapons, or the ability to control your targets movement against thier will.

As you try new things, share your findings with other modders. We all can
learn together.
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