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Thread: Nice_Boat Tank Damage System

  1. #161
    First Lieutenant Kremator's Avatar
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    Good to have you back! Even moving a metre would be fine (although as commander, some message to say that the driver is turning toward a threat would help) if it means not getting damaged! Will test if you need further edits.

    I have installed it onto my server and am using it in a HUGE AI environment with no problems.

  2. #162
    Master Gunnery Sergeant Rydygier's Avatar
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    So you can try this version:

    Nice_Boat's Tank Damage System 2.01

    EDIT: Nice_Boat's Tank Damage System 2.02

    - WP is now 8 meters from tank, not 5.6 and seems, that turning is better now. Still I'm not fully happy. This "WP" method causes, that tanks with own waypoints or when commander issues own move orders tanks often do not turn proper, but are doing weird pirouettes with annoying tendency to set their rear towards the enemy;

    - "== player" changed with "isPlayer" to make TDS a bit more MP friendly (except debug mode, here is still "player" command used);

    - when player is leader of crew and tank is hit from side or rear there is groupchat alert. If player is crew leader (effectiveCommander), there is no automated turning on near enemy notice, so there is also no turning notification;

    - added new config variable: NT_Damage (default 1). This is overall multiplier of final damage applied to vehicle. Useful for tweak frequency of non-kill penetrations occurence. The bigger value the more deadly is each penetration hit and bigger chance for "one shot kill";

    - eliminated some rare bug: when on battlefield are not only armoured vehicles, no all crews of armored vehicles received Crew Damage System from TDS (logical error in code), script is now lighter a bit for this reason, but also a bit more heavy for CPU, but I hope, that this is too small change to be even noticed;

    - eliminated (I hope) very rare bug (I saw this only once), when passangers after disembark still was immune to damage allocated in normal way (so they was simpy immortal).

  3. #163
    First Lieutenant Kremator's Avatar
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    Cheers mate..... testing now Will let you know if I see CPU problems

    Edit: Hmmmmm now having problems killing ANY armour - even pointblank (in an M1A2 TUSK against a BMP). May need a little looking at values
    Last edited by Kremator; Feb 10 2012 at 17:45.

  4. #164
    Master Gunnery Sergeant Rydygier's Avatar
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    Hmm... Let me see. It must be something with this new multiplier.

    EDIT: not sure, where is problem. Just destroyed T-72 with default NT_Damage (not defined in init). Will do more tests.

    With NT_Damage = 5 instant kill... and destroyed BMP-3 with default and 0.5 value. Hmm. Are you defined this value or left it default?
    Last edited by Rydygier; Feb 10 2012 at 18:03.

  5. #165
    First Lieutenant Kremator's Avatar
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    I left it as default. Going to try in editor to see if the same thing happens. Using the addon version.

    Hmmm something is up. Had it running on server AND client at same time and have problems (run with CBA and ASR_AI), but running on local tanks can die. They arent turning to face enemy however. Testing more.
    Last edited by Kremator; Feb 10 2012 at 18:56.

  6. #166
    Master Gunnery Sergeant Rydygier's Avatar
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    Well. It wasn't tested in MP. Can't tell, how addon will behave then. RPT is clear? Earier version worked fine in MP? If so, then problems with no damage must be related with NT_Damage. Making TDS MP compatibile will be tricky for me. Still I'm aware about "publicVariable" command, so can try to use this for config TES and Damage variables and we will see then. Still there are also other global variables used, which shouldn't be public, because their values are changing 100 times per second. Must be reconfigured all randomizer system to avoid this... Let's check, if this will help with no damage issue. Replaced last link, so you can re-download and try again. (I made config TES and Damage variables values to be public over net and removed other global variables used for randomization (replaced with simply random command))...

    EDIT: About not turning... Maybe it is ASR_AI conflict? Did tests, and turning occurs for me, although is imperfected, as described before.
    Last edited by Rydygier; Feb 10 2012 at 20:12.

  7. #167
    Master Gunnery Sergeant Rydygier's Avatar
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    Today finished a new version, so for these few, that use this, here you go:

    Nice_Boat's TDS 2.03

    What's new:

    - for performance tuning removed content from custom addons (if someone needs it, give me a word, will try to prepare special version);
    - added hopefully all OA content;
    - some code tweaks for better performance;
    - now "towards enemy system" is turned off by default because is highly unreliable, especially in heavy scripted mission (see below explanation);
    - For OA 1.60 (and above) users: crew will not abandon immobilized vehicle so easily;
    - NT_Damage is now be default equal 1.5, not 1. It is for bigger chance for "one penetration - one kill" - every successful penetration means now bigger recalculated damage.

    There are two versions now - "a" and "b". Difference is only one, but important. In "a" version main hit code is called form EH, while in "b" is spawned from EH. Because of specificity of sqf and EHs handling "a" version should be fully reliable even in heavy scripted mission, while "b" version suffers sometimes huge exec delays (so in heavy scripted missions often tanks seems tu be indestructible, and indeed they are or effect of hit is applied with big delay, even a minute or so). So what for "b" version? Well. I highly recommend "a", but its reliability have a cost - in massive tank battles, especially with rapid fire weapons, may occur some lags (just because code called (not spawned) from EH is calculated immediatelly, may overload CPU sometimes). "B" is more lag-free. With light scripting and not so intense tank battle both versions should perform equally good. As for "TES" - it can't be called, must be spawned, so regardless of version will be unreliable in heavy scripted missions (it is anyway rather unreliable :/ ).

    As always I'm grateful for any bug hunting, ideas and opinions.

  8. #168
    First Lieutenant Kremator's Avatar
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    Thanks for this Rydygier! Thought about using the new LOS / eyedirection stuff in here? Would that help the scripts ?

  9. #169
    Master Gunnery Sergeant Rydygier's Avatar
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    Not sure. For now don't know, how that can be used in TDS... Haven't much hope, but working with "TES", maybe will be able to achieve some improvement...

  10. #170
    Is there any chance of this being updated? I'd like it if the expansion units (BAF, ACR) were added to the lists. Also, mines need to be more powerful, otherwise it takes dozens to detrack an MBT, same with satchel charges. It'd also be nice if multiplayer functionality is built in.

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