Lua Interface and Object Properties
Post ideas and suggestions on new features or improvements here.
posted on October 23rd, 2012, 2:01 pm
If I'm not mistaking, there is already a plan to reduce the ODFs required per ship. This idea is meant to supplement that plan by reducing the size of the ODF files (by adding LUA files and storing object's weapons, physics, etc. properties in the map data).
For example, the properties of an object like "fed_sovereignY.odf" is stored in a map being played on a per-ship basis. For example, "fed_sovereignY2034" and "fed_sovereignY2035" can have completely different properties already (eg; one is damaged, while the other is not). I was thinking that the weapons properties could also be stored in a map being played on a per-ship basis.
For example, "fed_sovereignY2034->weapon1" and "fed_sovereignY2035->weapon1" can have different properties (eg: one is a ranked-up version of the other). Each vessel and weapon could also reference a script. And the ship could have a 'passiveX="ADAI"' string that the script can recognize and modify the damage that the weapon does to the target.
For example:
passive1 = "ADAI"
passive2 = "small" // is a command to recognize ship size already in place?
passive3 = "destroyer" // is a command to recognize ship type already in place?
A single generic passive script can be referenced by all ships to modify the damage done by the weapon depending on the target and attacker's stats.
For example, the properties of an object like "fed_sovereignY.odf" is stored in a map being played on a per-ship basis. For example, "fed_sovereignY2034" and "fed_sovereignY2035" can have completely different properties already (eg; one is damaged, while the other is not). I was thinking that the weapons properties could also be stored in a map being played on a per-ship basis.
For example, "fed_sovereignY2034->weapon1" and "fed_sovereignY2035->weapon1" can have different properties (eg: one is a ranked-up version of the other). Each vessel and weapon could also reference a script. And the ship could have a 'passiveX="ADAI"' string that the script can recognize and modify the damage that the weapon does to the target.
For example:
passive1 = "ADAI"
passive2 = "small" // is a command to recognize ship size already in place?
passive3 = "destroyer" // is a command to recognize ship type already in place?
A single generic passive script can be referenced by all ships to modify the damage done by the weapon depending on the target and attacker's stats.
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