Modding questions/answers

Re: Modding questions/answers

Postby Venom31 » Sun Jan 17, 2010 6:53 pm

Guys, did someone encounter a need in simulating NAND logic in N scripts? It's when script effects take place if conditions look like "not (A and B)", where A, B are some conditions from conditions list - so it's "not and" logical fuction (NAND). Sheffer stroke (\) or I don't know how it's called in English. I find it impossible without some workarounds... perhaps tinkering with bars...
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Re: Modding questions/answers

Postby Venom31 » Sat Jan 23, 2010 12:25 pm

So, looks like no one knows. Sad, that is...
For the problem needed to solve, I've just found other condition that would do. However, if some other problem arises with same symptoms and no appropriate condition to use right away - I'd be screwed ))

These common logic expressions in condition blocks are joined via AND logical operator in Notrium. Many conditions have a negated version of themselves. So, a simple use of them looks like
Code: Select all
begin_conditions;
   m
  AND ( ~Cj ) where ~Cj is some condition and is either Cj or NOT(Cj)
  j=1
end_conditions;

That's great but we lack the OR logical operator for (AND, OR, NOT) system.
Also, the (AND, XOR, 1) system comprises a functionally complete system of logical functions, but it's not very natural for people to think that way, it's a bit harder...

So this type of problems (as I see for now) could be solved in 2 ways:
1) complete logical calculation in bars, using some new bar like min = 0, max = 1
2) if-then-else simulation via script calls also needs some boolean bar to store current state
The drawbacks of both are using one more bar, besides, if the condition check is nested, you'll need one more bar for each level of this hierarchy...

If someone has something to add to these two ways, please tell.
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Re: Modding questions/answers

Postby JakeWedding » Mon Apr 05, 2010 7:15 am

This may Seam Stupid, But Where Do i Add Objects To The Map Randomly, ive done it before. but i just cannot find the Dam button.

(i have 6 bush types, 4 rivers, 10 or so rocks, 20 trees, all have Objectdiffinition Files and i cant find the random objects button.)

Any Help?
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Re: Modding questions/answers

Postby Anonymous1157 » Mon Apr 05, 2010 3:34 pm

There is a Random Objects floor tile in the editor built in to the game engine (IIRC). Just overlay it on the tiles you want to use with said feature.
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Re: Modding questions/answers

Postby JakeWedding » Mon Apr 05, 2010 9:39 pm

its not a random objects, its no random objects tile. and the random Terian One Only dose the tiles.

fount it, its the climates.
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Re: Modding questions/answers

Postby JakeWedding » Tue Apr 06, 2010 7:39 am

Oh, i got a new Question.

How to get a Weapon With a underslung Grenade Laucher.

I have the Base Weapon (with out The GrenadeLaucher)

And the Grenade Laucher

Ive Got Them to Combine

I have the gun Weapon
The GL Main Weapon
And a GL Secondary Weapon

Its Not working, i have it setup so when you push 'G' the Grenade Laucher Fires.
But It Fires, and it hits, then no damage taken to anyone but the person who was hit.

Any Help?
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Re: Modding questions/answers

Postby Venom31 » Tue Apr 06, 2010 11:26 am

Most weapons in N have single target effect. If you just wrote Grenade Launcher's damage in hit_effects section of the weapons.dat, it will be applied to only one creature that is hit (if any). AFAIR, Pebble Shotgun's (for example) effects fire several pebbles (see begin_fire_effects in original weapons.dat about Shotgun (16)) in random directions with given spread/speed/time (45). That's some approach for a shottie, you'll have do design some algorithm for area-of-effect of your Grenade Launcher.
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Re: Modding questions/answers

Postby Anonymous1157 » Tue Apr 06, 2010 3:13 pm

You could use shrapnel grenades. (I'm thinking of how the battery works when used as a weapon, except you launch it before it explodes.)
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Re: Modding questions/answers

Postby JakeWedding » Tue Apr 06, 2010 9:53 pm

you may just be right. (you are)

now why dose the explosion spash damage me, but not my targets?
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Re: Modding questions/answers

Postby Venom31 » Wed Apr 07, 2010 11:16 am

Well that must be the same effect seen in self-hurt Psi Blast of Werivar mod :cry:
I was never able to investigate the matter, though you may try adding condition 23 - "creature IS/NOT player".
Featuring realism, I would've left it as it is :wink:
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Re: Modding questions/answers

Postby JakeWedding » Thu Apr 08, 2010 2:57 am

im not using any data from any other mods, its the default battery dischage blast with changed particals etc.. must of stuffed it up somewhere.
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Re: Modding questions/answers

Postby Venom31 » Thu Apr 08, 2010 8:43 am

I didn't mean you've taken it from Werivar. After all, UberWaffe made it all and thought it was OK, but then the testing shows... you know what :). But something is messed up if that isn't what you've planned, right?
Still, please do try condition 23 and tell us what was the result.
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Re: Modding questions/answers

Postby JakeWedding » Thu Apr 08, 2010 10:27 am

condition 23 is contentious increase bar? hmmm....
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Re: Modding questions/answers

Postby Venom31 » Thu Apr 08, 2010 10:30 am

JakeWedding wrote:condition 23 is contentious increase bar? hmmm....

What? No-no, that's EFFECT 23
Notrium notes.txt wrote:------------------------------------------------------------------------------------
//condition numbers:
...
23=creature (parameter0: 0=is, 1=is not) player
...
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Re: Modding questions/answers

Postby JakeWedding » Thu Apr 08, 2010 10:49 pm

whops..
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