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Hi, I've been playing EV/O and its plugins for a while and I am finally deeply in the proces of making my own. Sure it (as of yet) lacks a plot and has a few graphical gliches :redface: but I think its going to turn out very well. I have replaced all of the graphics (I might keep the argosy however) which is amazing since I am very selective with graphics and a lot of shipyards have shut down lately. My real question is about the graphic gliches. Two of the ships I added don't work correctly, something about the spins is scewing up. one of them is reading a spin of another ship but keeping the pixel settings I use for it (the graphic it is mistakenly using is about twice as big as the pixel settings) I can probably fix that one on my own. The other one uses the correctgraphic but apears in thegame similarly to the other problem I have had. That is the one that has me stumped.
also any advice on making beam weapons less powerful?
Look for my plugin when its out...Please
working (unofficial) title: Explorer2024
Email me if you would like updates
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Make sure that the x and y sizes are for each frame, not the whole sprite (or is that just for weapons?). Try it out, it might make a difference.
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I think I have it set that way but I'll check it out
I know how you can fix the beams. The formula for energy damage with a gun/turret is:
d=((n((e+m/4)(tr)))h)
Where d is total damage, e is energy damage, m is mass damage, t is the length of time fired, r is the rate of fire (shots/sec), and h is the hit/miss ratio. But with a beam, you have a different equation:
d=n((e+m/4)30t)
Doesn't look much different does it? But there is a big difference when you add in the numbers. Just as an example, let n=1, e=20, m=20, t=10, r=3, h=0.8.
d=((1((20+20/4)(103)))0.8) d=(2530)0.8 d=750*0.8 d=600
600 damage spread over 10 seconds seems reasonable for an exceptionally powerful cannon. But for a beam:
d=1((20+20/4)3010) d=253010 d=75010 d=7,500
Holy sh*t, that SOB does 7,500 damage over 10 secs! Why? It has everything to do with the fact that, unlike turrets, which fire only a few shots per second, beams are continuous. They hit once every frame, or 30 times a second. All that damage adds up. Fast. The solution is to give the mass and energy fields very low values. With a value of 1 energy and mass damage you get:
d=1((1+1/4)3010) d=13010 d=3010 d=300
Does that help?
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Quote
Originally posted by goomeister: **Holy sh*t, that SOB does 7,500 damage over 10 secs! Why? It has everything to do with the fact that, unlike turrets, which fire only a few shots per second, beams are continuous. They hit once every frame, or 30 times a second. **
Thats actually false, beams are NOT continuous, they just LOOK like they are. thats what the count and reload are for (well on beams anyway) try setting a beams count to 5 and its reload to 30, notice how it only fires about once every second? you can make it look continuous by making its count equal to its reload, so by making a beams count 3, its reload 3, and its mass/energy damage 1, you can make it do 10 damage every second, or, 100 damage every ten seconds.
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Send me the plug-in, I can help if I see exactly what you did.
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I have no idea if this is the problem, but did you assign the wrong mask ID? BTW, if you want a good spin-creator use Makespďn. It is really good. Also, make sure the spďn ID is the same as its shďp ID.
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Also, if you dont have it already, get plug checker. it will tell you how to solve most problems like this.
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just out of curiosity, how big is each sprite? (not the size of the entire pic, just 1 frame)
Check to see if you have other plugs that are conflicting, also the actual data file may be conflicting if it has spin id's that you do not replace with your plug, but calls on graphics your spins are calling on, I'd duplicate the data files, and save them, then gut the copies so you don't have any interference.
Chamrin