Starbolt Changes...

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captainsnarf
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Re: Starbolt Changes...

Post by captainsnarf »

Here are all the ranges from standard game code (no mods):
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A lot of them are not relevant like the FM_ classes and we don't really care about painter and mine layer.

It's mostly 20000 for vehicles. Player weapons like shock rifle is 17000. Goliath's machine gun is the odd ball at 15000.
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YEAAAHHHHHHHHHH
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Re: Starbolt Changes...

Post by YEAAAHHHHHHHHHH »

Side note: Can we increase the range of the ion painters? Those usually end up being a bummer... only a laser to give away your location and no explosion.
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pooty
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Re: Starbolt Changes...

Post by pooty »

I agree on the painter as well, often you have to be so close you just get blasted....not sure why painter says 15000? I think that might be for the actual bombing/explosion vs the targeting.

On the other ranges, I've seen in the vehicles that aren't explicitly defined they inherit the range from their base class which usually is ONSWeapon, ONSDualACGatlingGun, or similar. Handhelds are usually based XWeapon I think.

I wonder if the Goliath's gun was done like that on purpose to allow people on foot to sit far of and not get picked off my the machinegun?
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captainsnarf
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Re: Starbolt Changes...

Post by captainsnarf »

Changing the painter... you are getting into the weeds of weapon mods. Surely there is another available for download? Without actually making a new painter weapon, it might be possible with one of our mutators, e.g. ONSPlusOmni. It replaces the linkgun. We could probably just implement "CheckReplacement()" and if it's painter weapon, set TraceRange to whatever. It might need more than that like culldistance or different emitters though.
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Re: Starbolt Changes...

Post by McLovin »

pooty wrote: Tue Apr 05, 2022 7:03 pm ...
Looking at the code with my friend grep
...
Definitely, a valuable skill to master for a lifetime.

Best book I ever bought. Back when we used to buy books that is, LOL

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pooty
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Re: Starbolt Changes...

Post by pooty »

Just use grep, sed and vi for everything... ;)
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captainsnarf
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Re: Starbolt Changes...

Post by captainsnarf »

oh hey, fellow vi user, figures :) I remember when vim was 1.0. Before that I used elvis. vscode has ripgrep built in which is very nice
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Re: Starbolt Changes...

Post by McLovin »

Vim YES! Use it every day. I have Vim running on my phone. We put it on our target to make startup script changes on the flight line.

https://youtu.be/SsoOG6ZeyUI
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Re: Starbolt Changes...

Post by Enyo »

Truly grateful for all you guys and your in-depth understanding of nerdbonics!
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
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captainsnarf
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Re: Starbolt Changes...

Post by captainsnarf »

New version, download here StarboltV2Omni_2.5.zip

Changes
- new emitters for primary fire
- changed the > 4000 distance check in the emitter to be > 20000

hopefully these are easier to see.
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