Ambrosia Garden Archive
    • Some EVN resource questions not answered by the bible


      OK, I'm working on my Annotated Templates for EVN (already), and I've come across some questions that aren't answered by the bible, as far as I can tell. Anybody at ATMOS/Ambrosia who can shed some light on these, your help is greatly appreciated.

      1. What's the significance of a semicolon in outfit names (and possibly other resource names)?

      2. Regarding the wëap resource: Other than those fields specified by the bible, are there any other fields that are not necessary for certain guidance types? (Right now I'm trying to figure this out on my own the hard way.)

      3. Say I have a weapon whose oütf has a max. ammo limit and also whose wëap has a max. ammo per instance limit. Do both limits apply, or what happens?

      4. The corona falloff (Falloff field) in the wëap resource is supposed to be a value from 2 to 16 (unless it's a lightning beam). So why does the Pulse Laser (wëap ID 146) have a corona falloff of zero?

      More questions may come in the future as template development continues...

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      Tim Morgan, Flat-Broke Movie Director
      (url="http://"http://lightningbolt.pair.com")Lightning Bolt Software(/url)
      Visit my site, (url="http://"http://www.jps.net/ltningbolt/evo-tips")All the EV Override Tips You Could Possibly Want(/url).

      (This message has been edited by Syzygy (edited 03-18-2002).)

    • Quote

      Originally posted by Syzygy:
      What's the significance of a semicolon in outfit names (and possibly other resource names)?

      Don't know; will get back to you.

      Quote

      Regarding the wëap resource: Other than those fields specified by the bible, are there any other fields that are not necessary for certain guidance types? (Right now I'm trying to figure this out on my own the hard way.)

      Beam characteristics don't matter for projectiles, seeker flags don't matter for non-homing weapons, pretty much everything besides ammotype, speed and reload don't matter for carried fighters.

      Quote

      Say I have a weapon whose oütf has a max. ammo limit and also whose wëap has a max. ammo per instance limit. Do both limits apply, or what happens?

    • Quote

      Originally posted by Syzygy:
      1. What's the significance of a semicolon in outfit names (and possibly other resource names)?

      None that I can discern.

      Anatole.

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      Not all angels have halos. - QW12

    • Quote

      Originally posted by Syzygy:
      **1. What's the significance of a semicolon in outfit names (and possibly other resource names)?
      **

      Nova ignores the semi-colon and everything after it - it is a commenting system. Name a mission "Attract Rabid Goat ; Rebel Mission 3" and in Nova the mission name will be "Attract Rabid Goat", but for editing purposes you will quickly be able to see it is the 3rd of the rebel missions. 🙂

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      Tom
      (url="http://"http://www.ambrosiasw.com/news/upcoming/novabible.html")Nova Bible(/url) | (url="http://"http://www.ambrosiasw.com/webboard/Forum18/HTML/000007.html")Progress Log(/url) | (url="http://"http://www.ambrosiasw.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=30&SUBMIT;=Go")FAQ(/url) | (url="http://"http://www.ambrosiasw.com/news/upcoming/ev3_betashots.html")Screenshots(/url) | (url="http://"http://www.ambrosiasw.com/webboard/Forum26/HTML/001841.html#")Info Thread(/url) | (url="http://"http://www.AmbrosiaSW.com/games/evn/desktops.html")Nova Desktop Images(/url)
      (url="http://"http://www.sutherland-studios.com.au/family/sgg.html")w00tWare's (previously R&R;)(/url) Nova (url="http://"http://www.ambrosiasw.com/cgi-bin/custom/imagedisplay.pl?image=evn_editors.jpg")Editors(/url) | (url="http://"http://www.AmbrosiaSW.com/games/evn/preambles.html")Preambles(/url) | (url="http://"http://berserkir.ambrosia.net/~pipeline/")ATMOS Site(/url) | (url="http://"http://www.insidemacgames.com/previews/view.php?ID=40&Page;=1")IMG Nova Preview(/url)

    • Oooh... Nifty.

      Anatole.

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      Not all angels have halos. - QW12

    • OK, regarding the fighter bay (type 99) weapons...there was much confusion, and I decided to err on the side of caution. I'm going to go over my decisions, and anyone who wants to prove me wrong, please do so (these points are in order based on the layout of the resource):

      - The "weapon speed" field is the initial speed for launched ships.
      - The inaccuracy field does apply, and adds randomness to launched fighters' initial trajectories.
      - You can loop fighter bay sounds continuously.
      - You can make the bay unable to launch ships if it's ionized.
      - You can make the bay able to launch ships while cloaked.
      - You can make the player unable to select the bay if there are no fighters for it.
      - You can link the fighter bay to the ship's special-weapon sprite.
      - You can force AI ships not to use this bay.
      - You can force the player to get his KeyCarried thing before he can launch fighters.
      - You can choose not to show the number of ships ("ammo") on the status display.
      - Fighter bays can have recoil.
      - You can specify which set of exit coordinates to use.
      - You can use the burst-reload features with a fighter bay.
      - You can make the fighter bay an exclusive weapon (no other weapons can fire).
      - You can force the ships to launch from whichever exit point is closest to the target.

      Whew! OK, if you managed to actually read and double-check all of that, I bow humbly at your feet and thank you. I am a Mu'Hari at your eternal service...

      Well, maybe not to THAT extent.

      ------------------
      Tim Morgan, Flat-Broke Movie Director
      (url="http://"http://lightningbolt.pair.com")Lightning Bolt Software(/url)
      Visit my site, (url="http://"http://www.jps.net/ltningbolt/evo-tips")All the EV Override Tips You Could Possibly Want(/url).