Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
Can we get a little "ooohhhh aahhhhhh?"
I've decided to use a script triggered by a Calculate! button rather than a calculation field. It will work better.
Qaanol, I can't tell, but does your calculaion account for the possibility of negative damage as a result of decay?
This post has been edited by LNSU : 14 April 2008 - 11:34 AM
Yes.
ArmorDmg = max(0, ArmorDmg) ShieldDmg = max(0, ShieldDmg)
You could do a similar thing for any field that doesn't make sense to be negative, as the aforementioned ProxRad.
Update:
Fixed a divide-by-zero error when decay = 0. Fixed an error where decay was being added to the shot instead of subtracted, resulting in shots getting stronger as time goes on.
I need some help crafting an if statement that given speed, inaccuracy, and angle_to_target(between 0 and 180) checks whether or not the weapon will hit.
That'd be a little tough, I'd imagine since it depends on the size of the target. Heck, in fast moving fights having a fast firing, slightly less accurate weapon can be better since you don't have to aim so exactly to ensure that at least some shots hit.
No, its a best-case scenario where the target doesn't move. Weapons have 100% accuracy.
Firing angle implemented.
On the weekend I'll implement firing for a continuous period. It will take a lot of work, and quite possibly a full recode.
http://webserver.smphoto.com/redline/
You can get the latest version there.
admin account password is "persuasion"
This post has been edited by LNSU : 26 April 2008 - 01:32 PM
Uploaded and web-ready!
http://smphoto.com:81/fmi/iwp/cgi?-db=DPSc...p;-startsession