Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 11:30 pm
All times are UTC + 0
Radiation Damage
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [22 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
slye_fox
Vehicle Drone


Joined: 30 Apr 2005
Location: London, UK

PostPosted: Sun Mar 21, 2010 11:04 pm    Post subject:  Radiation Damage Reply with quote  Mark this post and the followings unread

Hi, for those that know me will know that I'm working on porting RA2 to the RA3 engine.

I've just added the Demo Truck and am about to add the radiation field that's created after the explosion.

I've searched rulesmd.ini and a reference document i have, but I can't find how much damage radiation does (or it's RoF).

Any help would be appreciated.

_________________

Back to top
View user's profile Send private message Skype Account
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Mar 21, 2010 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Naw I don't really know you, but I'll help you out.

[Radiation]
RadDurationMultiple=1 ; Number of frames site lasts per level of radiation.
; When rad level goes to zero, rad site deletes itself.
; --> Site lasts ( Level x RadDurationMultiple ) frames.
; For reference, the Nuke puts down 2000 units of radiation.
; A mult. of 3 frames means the rad site is active for 6000
; frames -- something over 3 minutes at 30 Hz.
RadApplicationDelay=16 ; Delay between times when radiation is applied to units.
RadLevelMax=500 ; Maximum radiation allowable in a cell. The cell can actually have more radiation
; but it will only damage as if it had the maximum level.
RadLevelDelay=90 ; Delay in frames between radiation level decrements.
; The level updates this often, but the rate is still as specified
; in RadDurationMultiple.
RadLightDelay=90 ; Delay in frames between radiation lighting intensity decrements.
; This should never be less than the RadLevelDelay, as it will
; produce no visual benefit and just waste processor cycles.
RadLevelFactor=0.2 ; Scales damage done by a given radiation level.
RadLightFactor=0.1 ; Scales the factor brightness plays in the radiation display.
RadTintFactor=1.0 ; Scales the factor tint plays in the radiation display.
RadColor=0,255,0 ; The color of the radiation.
RadSiteWarhead=RadSite ; Sets the warhead used by irradiated tiles.

Game rule settings for radiation and how damage is applied.

[Demobomb]
Damage=300 ;was 400, changed 11/30
ROF=80
Range=1
Projectile=InvisibleLow
Speed=35
RadLevel=100
Warhead=DemobombWH
Report=DemoTruckDie
Suicide=yes

[DemobombWH]
CellSpread=8
PercentAtMax=.1 ;was .25
Verses=100%,100%,100%,100%,50%,50%,80%,150%,10%,100%,100%
InfDeath=4
Sparky=no
Tiberium=yes
AnimList=DEMTEXP

The weapon and warhead used by the demo truck.

[RadSite]
Verses=100%,100%,100%,50%,10%,10%,0%,0%,0%,100%,100%
InfDeath=7
Radiation=yes

Oh and the warhead used by Radiation.

Your welcome.

Back to top
View user's profile Send private message Visit poster's website
Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Sun Mar 21, 2010 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm... given that buildings are immune to radiation--and that Slye Fox probably isn't so large of an idiot as to be completely unaware of the units and infantry that use rad warheads, we should probably use a method that doesn't use your assumption.

We know that a skirmish game at game speed 3 runs at 15 frames per second.

We also know that the rad levels at the edge of the radfield are the same as the core (which we can verify, if we do not wish to take the rules ini file at face value)--we can experimentally determine the damage of a single unit of radiation (since we know how many units the DESO puts down, and the verses of his warhead).

First take a known unit, like a conscript--in fact, take 2.

Now, take a desolator.

Place one conscript right next to your Deso, and one at the edge of his radfield.
Deploy the Deso.
Record how long it took to kill each conscript.
Multiply the time(s) by 15.
You now know how long (in frames)it took 500 units of radiation to do 125 damage.
Now, to find how much damage a single unit does, set up a proportion
500 rad units do 125dam/Xframes=Xdam/1frame by 500units.
Take the Xdam and divide it by 500.
Congadulations! You have your answer (almost)

Repeat the test with 2 V3 launches (their light armor sustains 50% damage, thus allowing you to get better results if the conscripts died to quickly to get accurate results)

Now, do a third run with 2 of the Heavy armor Rhino tanks (sustaining only 1/10 of the warhead's damage)

Remember to correct for the armor and have fun.

Back to top
View user's profile Send private message Send e-mail
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Mar 22, 2010 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Ummmm, how is the code I posted an assumption? I literally posted the code directly from an unedited original ra2 rulesmd.ini file.....

And testing as you described while sometimes helpful, is not always the best method.

Given a little math you can easily figure out how much anything does given a little math. Now i'm no expert on this, and so I am doing some guesswork on how radiation applies damage, someone or anyone feel free to come and fix this math.

Lets assume a demo bomb blows up, and a custom conscript at the closest and furthest cell from the truck, with "Strength=110 Armor=none" are present.

Now the conscript1 furthest away when the truck blows up will have this equation. 110 - (.0125((1)300)) = Life remaining. He still has 106 life.

The conscript2 closest to the blast will have this equation. 110 - (.1((1)300)) = Life remaining. He still has 80 life.

Now lets take conscript1 and 2, and see how long they survive in the radiation. The radiation spawns at the death of the truck, and spreads 100 rads per cell, in a range of 8 cells. Each cell will do 100 damage every 16 frames to the infantry, and after every 90 frames it's damage will go down by a set amount, but the infantry will die before then.

So after the truck explodes both infantry will take truck damage, then radiation damage, conscript1 will survive the first level of radiation unlike his companion and live until the next level of radiation is applied.

What I'm stuck on his, how radlevel damage is spread on the cell terrain and how much it drops in rad level every 90 frames.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Back to top
View user's profile Send private message Visit poster's website
001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Mar 22, 2010 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Damage is the Radlevel (current in one cell) times the Versus in [RadSite], every 16 frames.

Back to top
View user's profile Send private message
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Mar 22, 2010 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I knew that, but thanks 42798. My real beef is, when the demo truck explodes, it's weapon does 100 rad level, but does it spread the 100 over all terrain cells based on the warheads cellspread?
Does it get effected by the warheads percent at max, which I'm pretty sure it doesn't.
And if it spreads based on cellspread, does each cell get a 100 damage rad site"tile"?
And after each 90 frames, each tiles is reduced by how much rad level?

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Back to top
View user's profile Send private message Visit poster's website
Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Mon Mar 22, 2010 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

You assumed implicitly, by posting it without clarification or qualification (in the argumenative sense, not the sense of "certification"), which may lead one to believe that you were claiming that the 300 damage the truck dealt was rad damage.
This being clarified and dealt with, has ceased to be an issue.

Now, the 90 frame reduction is a fun little problem.
I'll get back to that. =D

Back to top
View user's profile Send private message Send e-mail
001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Mar 22, 2010 3:45 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Well I knew that, but thanks 42798. My real beef is, when the demo truck explodes, it's weapon does 100 rad level, but does it spread the 100 over all terrain cells based on the warheads cellspread?
Does it get effected by the warheads percent at max, which I'm pretty sure it doesn't.
And if it spreads based on cellspread, does each cell get a 100 damage rad site"tile"?
And after each 90 frames, each tiles is reduced by how much rad level?


Oh! I forgot about RadLevelDecrement or whatever.

So Damage for each cell is RadLevel (100) times Decrement (0.2) which is 20, times the versus in RadSite, and each 90 frames reduces radlevel by 100.

Back to top
View user's profile Send private message
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Mar 22, 2010 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message
Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Mon Mar 22, 2010 5:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I went there before I posted the first time. It tells us nothing about the actual damage done.

Back to top
View user's profile Send private message Send e-mail
Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Mon Mar 22, 2010 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I think RadLevel has two functions. First it does the radiation damage and secondly it controls the duration of the radiation. About damaging the buildings, remove the Radiation=yes tag or simply comment it out and change the Verses to
Verses=100%,100%,100%,50%,10%,10%,100%,100%,100%,100%,100% in the [RadSite] warhead. If it does not work call me a n00b, no exceptions.

_________________
Clazzy wrote:
If the concept of a God was never created, would we invent one to describe what's outside our universe?

Back to top
View user's profile Send private message
slye_fox
Vehicle Drone


Joined: 30 Apr 2005
Location: London, UK

PostPosted: Mon Mar 22, 2010 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Right, so the Rad Level determines damage.
but, does the damage remain at the level set at the start of the field, or does it also decrease as the field dissipates?

_________________

Back to top
View user's profile Send private message Skype Account
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Mar 22, 2010 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

i'm pretty sure the damage remains constant thru out the process. Even when the radiation is to a point of total dissapation it's still dealing it's aloted damage.

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
slye_fox
Vehicle Drone


Joined: 30 Apr 2005
Location: London, UK

PostPosted: Mon Mar 22, 2010 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, that helps allot.

Thanks guys.

_________________

Back to top
View user's profile Send private message Skype Account
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Mar 22, 2010 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
i'm pretty sure the damage remains constant thru out the process. Even when the radiation is to a point of total dissapation it's still dealing it's aloted damage.

Damage depends on how much radiated a cell is. Cells on the edge of a Rad field deal way less damage then those in the center. The Desolator secondary mode is a good example of this.

Back to top
View user's profile Send private message Send e-mail Skype Account
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Mar 22, 2010 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
i'm pretty sure the damage remains constant thru out the process. Even when the radiation is to a point of total dissapation it's still dealing it's aloted damage.

No, it dissipates and the rate is defined by one of the tags. Damage is recalculated per cell per some time constant.

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Mar 22, 2010 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
No, it dissipates and the rate is defined by one of the tags. Damage is recalculated per cell per some time constant.


I see, so since damage is recalculated per cell per some time constant Then that would explain why after the Radiation "color" disappears damage is still being delt to units.

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
slye_fox
Vehicle Drone


Joined: 30 Apr 2005
Location: London, UK

PostPosted: Mon Mar 22, 2010 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dang it.

That make it harder.

I don't know how to do dissipating damage other than making multiple spawn objects, which is anoying.

_________________

Back to top
View user's profile Send private message Skype Account
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Mar 22, 2010 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't have to be exact. The Demolition truck radiation is only present for about a second anyway unlike after a nuke strike or a deployed desolator. It's lucky if the leftover radiation from a demolition truck melts a soldier since it's not there long at all.

Back to top
View user's profile Send private message
slye_fox
Vehicle Drone


Joined: 30 Apr 2005
Location: London, UK

PostPosted: Mon Mar 22, 2010 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

My calculations put 100 frames to be 3.3 seconds.

_________________

Back to top
View user's profile Send private message Skype Account
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Mar 22, 2010 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, the calculation for RA2 is 15 frames is ~1 second.

Back to top
View user's profile Send private message
001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Mar 22, 2010 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

OMG...

The DemoBomb explodes, doing the damage that it is supposed to do,

The RadLevel is 100, so the damage done to each cell for a radius (or diameter) of 8 cellspread as stated in DemoBombWH is 100 times the RadLevelFactor which adds up to 100x0.2=20.

This damage applies directly to all infantry, drones, and spawned missiles, but only deals 50 percent to normal tanks, and 10 percent to miners and heavy tanks.

RadApplicationDelay says to apply this damage every 16 frames, which is about a second if the speed is set to 4.

Since RadLightDelay and RadLevelDelay is the same, the color should be dimmed at the same rate the damage is dimmed, and so every 90 frames (about 6 seconds in 4 gamespeed) the RadLevel in each cell is reduced by 100, and the color (light, also known as green glow) is also reduced by the same percent amount.

Since the DemoBomb only has a RadLevel of 100, it will dissipate immediately in 6 seconds, like Aro had noted, so it will cause about 90/16 (Must round down, you can't have a decimal count) times 20 times Versus which is 100 damage to all infantry, spawned missiles and drones; 50 to tanks; 10 to heavy tanks and miners.

That wasn't so hard.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [22 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1705s ][ Queries: 11 (0.0075s) ][ Debug on ]