CannonEVO
Post ideas and suggestions on new features or improvements here.
posted on November 9th, 2009, 2:42 pm
I was hoping that maybe there can be a more complicated and more flexible cannon code. So I thought up of the CannonEVO code.
The Basics:
The CannonEVO allows for various things that have never been tried before. This is basically the next stage up from the cannonimp code. You have your labeled shots. But the various shots can each have their individual ordinance files. Let me further explain this later on, but there is also other features.
Cannon Class:
This defines if it is class 1 (Standard weapons like Phasers, Pulses, and torpedoes), class 2 (spread-fire Phasers, Pulses, and torpedoes), class 3 (Full arc area weapon, like a shockwave ) or class 4 (directional area weapon, kinda like a singular directional shockwave from the Klingon Super ship in stock). These classes can define valid extension codes.
Multi-Target Properties:
Well known thanks to the cannonimp, the multi-target is fully available. One thing that is different is that it can be defined either for the whole weapon, or for individual shots. BaseTargets code defines the maxium targets for all shots. ShotXtargets code defines the amount of targets specifically for shot X.
Ordinance Variance:
The Ordinance variance is quite simple. Basically you can define specific ordinance files for each shot. But it is important that you wouldn't have to do it for every single one. So I believe that this can be done as that it applies until it reaches a shot using a differing ordinance.
The Basics:
The CannonEVO allows for various things that have never been tried before. This is basically the next stage up from the cannonimp code. You have your labeled shots. But the various shots can each have their individual ordinance files. Let me further explain this later on, but there is also other features.
Cannon Class:
This defines if it is class 1 (Standard weapons like Phasers, Pulses, and torpedoes), class 2 (spread-fire Phasers, Pulses, and torpedoes), class 3 (Full arc area weapon, like a shockwave ) or class 4 (directional area weapon, kinda like a singular directional shockwave from the Klingon Super ship in stock). These classes can define valid extension codes.
Multi-Target Properties:
Well known thanks to the cannonimp, the multi-target is fully available. One thing that is different is that it can be defined either for the whole weapon, or for individual shots. BaseTargets code defines the maxium targets for all shots. ShotXtargets code defines the amount of targets specifically for shot X.
Ordinance Variance:
The Ordinance variance is quite simple. Basically you can define specific ordinance files for each shot. But it is important that you wouldn't have to do it for every single one. So I believe that this can be done as that it applies until it reaches a shot using a differing ordinance.
posted on November 9th, 2009, 3:48 pm
Hmm, it just seems rather pointless. I don't really see a need for it's introduction...
posted on November 9th, 2009, 6:35 pm
Captain Proton wrote:Hmm, it just seems rather pointless. I don't really see a need for it's introduction...
Well.... I was hoping for something where you could use multiple ordinance files as well as define shot-specific multi-targeting. Think of it this way...
Main odf
Classlabel="CannonEVO"
Cannonclass=1
Shot1delay=1.0
Shot1ORD= "fedw_akira1o"
Shot2delay=0.2
Shot2ORD="fedw_akira2o"
basetargets=1
...
Now it is basically two weapons in one... this can greatly reduce the amount of files necessary to have all the ship's weapons.
posted on November 9th, 2009, 7:39 pm
yea but it would require a lot of coding, and additional ODFs dont hurt 

posted on November 9th, 2009, 7:46 pm
Question, Optec. Would having a ton of odf files slow things down? For example, if we had 10 times the amount of odf files that we do now, would that affect the loading or game performance any? Or does it even matter?
posted on November 9th, 2009, 7:50 pm
it will matter a bit of course, especially loading-time wise, but it should doable by modern system
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