Posted: Wed May 11, 2011 1:27 pm Post subject:
To confirm, Temporal=yes weapons
Hi all,
I noticed from rules.ini that there are three Temporal=yes weapons.
[NeutronRifle], [NeutronRifleE] and [CRNeutronRifle], belonging to chrono legionnaire, elite chrono legionnaire and chrono-beam IFV respectively, having damage of 8, 16 and 5 respectively.
What effect has the damage value on the time it takes for a temporal weapon to erase an enemy? I notice that [CRNeutronRifle] seems to be able to erase enemies much quicker than [NeutronRifle].
In other words, what is the temporal weapon logic behind the scene?
Well, that's my fault. I re-read the program code here and now I will give the correct answer:
Each unit with a Temporal weapon has a TemporalClass, which contains a timer. When this unit picks a target the timer will be initialized to 10*(the target's FULL strength). Then each frame the game goes, the timer will be decreased by the TOTAL damage of all those units that are attacking this target with a Temporal weapon(actually this is a recursion algorithm which only allows 50 levels - if more than 51 such units are attacking the same target then it'll not be erased quicker any more - however this seldom happens). When the timer is reduced less or equal to zero the target will be erased. So the actual duration a single CLEG earses a unit should be 10*(target's full health)/(damage of the Temporal weapon). _________________ Fusion Reactor upgrade is complete.
But why aren't objects damaged at all if they were getting erased but the CLEG was killed or something? _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
IIRC YR takes 15 frames as being a "second" ingame. Hense why Super weapon timers run fast etc.
Depends entirely on how fast the game is running, i.e the current frame rate measured by frames per seconds. Game speed sets upper cap to the frame rate, altough as far as I know gamespeed 6 means uncapped. Due to how unoptimized the engine is, however, the frame rate usually tends to stay rather low if there's lots of stuff going on especially if using unoptimized routines like Translucent=yes fade-out effect and friends.
My point is, the 15 frames = 1 sec conversion does not apply under all conditions. _________________ QUICK_EDIT
My point is, the 15 frames = 1 sec conversion does not apply under all conditions.
Well I didn't mean YR always ran at 15 frames per second, I just meant that for every 15 frames the game thinks a second has passed. So every time 15 frames passes the internal clock ticks 1 second.
At least that's what I thought. Hence if the spy power down timer = 900 frames, that is always displayed as 1 in-game minute which of course generally is a lot faster than 1 Earth minute.
I could be wrong though, you probably know more about it than me. QUICK_EDIT
Slowest = 10 FPS Gamespeed 0
Slower = 12 FPS Gamespeed 1
Slow = 15 FPS Gamespeed 2
Normal = 20 FPS Gamespeed 3
Fast = 30 FPS Gamespeed 4
Faster = 60 FPS Gamespeed 5
Fastest = unlimited FPS - this runs game at the fastest fps your PC is capable of, For me this is insanely fast and unbearable. Gamespeed 6
I tend to play at gamespped 4, which is actually an attempt for comp to get as close to 30 fps as possible, sometimes it might lag and result in a lower fps.
The game enegine was meant to be played with 15fps and so all clocks animations etc, are based off a 15 frames per second ratio. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Hey guys... summarizing posts in this thread and the Deezire guide, there are SEVERAL versions...
LH_Mouse said:
duration of a single CLEG earses a unit
= 10*(target's full health)/(temporal weapon damage)
Deezire guide said:
The time taken to do so is derived from the ROF= and Damage= on the weapon itself in relation to the Armor= of the target.
Korw said:
The Damage, Speed and ROF controls the rate of erasing. Higher damage and speed, erases faster. Low ROF, erases faster.
which OmegaBolt disagreed about ROF and speed.
ROF is the weapons firing speed and as the weapon only needs to fire once with Temporal=yes I don't see how it would have any effect.
Speed is projectile speed. As temporal weapons currently in the game use Inviso=yes the speed tag is ignored anyway and I wouldn't see why it'd effect it otherwise.
Plus LH_Mouse can hack the executable whereas Deezire couldn't. It's much like a modern scientist versus a philosopher from antiquity. QUICK_EDIT
Plus LH_Mouse can hack the executable whereas Deezire couldn't. It's much like a modern scientist versus a philosopher from antiquity.
I'm no LH_Mouse or Deezire.
But I would think this is how it's applied.
Damage controls how much damage is applied to the unit under temporal fire every X amount of frames, where X is the weapons rof. The amount of damage is multiplied by the armor %, so if your dealing 50 damage every 15 frames, and the warhead says 50% for heavy, then your subtracting 25 health from an internal temporal clock which must reach zero in order for the unit to be destroyed erased.
The internal clock is first generated/created when the unit under attack is first put under the effect of the temporal weapon. This internal clock is based upon the current strength value of the target. Additional temporal weapon will help subtract their own damage/internal temporal clock, based on the warheads % and their weapons rof.
Note to my knowledge their is a certain point when the internal clock can only have so many units effecting it at a time, but this shouldn't be an issue I think as its a big number and getting that many units to attack with temporal weapons all at once probably would never occur.
Also note stopping a temporal attack at any time will result in the unit becoming unfroze and refresh its temporal clock.
I'm not saying I'm right or anything, but this is how I figure it should work based on the game engine. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
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