View Single Post
Old 10-03-06, 05:18 PM   #2
weasel
Swabbie
 
Join Date: Aug 2006
Posts: 7
Downloads: 18
Uploads: 0
Default

I did some playing around with your idea of variable detonation range and tried to apply it to missiles. Apparently the key file here seems to be the terminal_home file.
I put the DetRng code right at the beginning and so far it seems to work.

Script looks as follows:

Code:
var DetRng
IF INIT THEN {
 DetRng = rnd 100
 } ENDIF
 
IF ( TgtRng < DetRng ) THEN {
    Detonate
   } ENDIF
IF NOT INIT THEN {
 ; Home
 SETPRIORITY 252
 SETPERSIST 0 ; don't time out
 TERMINALHOME
} ELSE {
 DEBUGOUT OwnName
 DEBUGOUT " Acquired "
 DEBUGOUT TargetName
} ENDIF
I set up a test scenario with OHPs as targets. Set Harpoon damage to 442 and OHP armor to 450.
Test run with 20 Harpoons each fired at 1 OHP:

- 2x 100% destroyed
- 10x 98% damage
- 8x ranging from 43%-69% damage

It's intersting that the missiles managed to sink the ship 2 times, even though the damage value was less than the ship's armor (?).
I also did a quick test with some CV-targets and as far as I've seen the script suffers from the same 'bug' as your torpedo script, when hitting large targets.

However, I think random damage is mostly useful to simluate damage on targets that could theoretically be killed by a single missile/torpedo and since big targets do require several missiles to kill them anyway, I consider this not a major issue.

Last edited by weasel; 10-03-06 at 05:22 PM.
weasel is offline   Reply With Quote