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Author Topic: Fireinterval - Decimal Places  (Read 3532 times)

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Offline STM1993

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Fireinterval - Decimal Places
« on: November 16, 2008, 09:46:02 pm »
Actually this has been suggested before or at least mentioned by Skoskav (8th) in the minigun thread, but I'm going to re-suggest it because I find this very useful for both modders and for the actual weapon balance.



When you mod the weapons, you cannot put decimal places in any of the stats that can be modded. Although for many of the stats having a decimal place is pointless, it makes a very big difference for the fireinterval.

Let's say you have a XM214 Minigun. It fires at fireinterval 4. The new weapon balance makes it fire at fireinterval 3. Test them out - the firing rate is increased like crazy (25% or more). But you wanted to increase the firing rate by only 10%, that would be impossible unless you have decimal places. Now you'd have to tweak the weapon balance in a way that isn't appealing. This can apply to all other weapons, especially autos.

This can also help a lot when creating mods. Perhaps that modder is trying to make his weapons balanced too? Or perhaps the modder wants to create a weapon that is extremely realistic? Now that would be much more possible.



My suggestion is to make it possible to put one decimal place on the fireinterval. Just one decimal place is enough. What do you think?

EDIT:
As long as you agree that the fireinterval can be changed to a better value like 3.5 or maybe using milliseconds instead of ticks, F12.
« Last Edit: November 16, 2008, 11:10:42 pm by STM1993 »

Offline iDante

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Re: Fireinterval - Decimal Places
« Reply #1 on: November 16, 2008, 11:00:16 pm »
Instead of decimal places, which would require a bit of screwing around with the code, why not make it do milliseconds instead of ticks?

Offline STM1993

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Re: Fireinterval - Decimal Places
« Reply #2 on: November 16, 2008, 11:09:14 pm »
Would be good, whatever system to make it possible to change the fireinterval by a bit.

Offline Ziem

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Re: Fireinterval - Decimal Places
« Reply #3 on: November 16, 2008, 11:53:52 pm »
Probably impossible because soldat's time is measured in ticks..
edit : ok, it's possible, but won't be added ;d
f12
« Last Edit: November 16, 2008, 11:56:10 pm by Ziem »

Offline chutem

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Re: Fireinterval - Decimal Places
« Reply #4 on: November 17, 2008, 12:52:13 am »
Support!
Yeah!
Woot!
Good idea!
F12!
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Offline Gotfryd

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Re: Fireinterval - Decimal Places
« Reply #5 on: November 17, 2008, 02:33:31 am »
One additional decimal place would be good, but not more.
And I agree it would be a good solution to have time measured in miliseconds.

Offline LtKillroy

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Re: Fireinterval - Decimal Places
« Reply #6 on: November 17, 2008, 04:26:14 pm »
I agree a lot, easier for balance-better for balance-better game.
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Offline Lord Frunkamunch

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Re: Fireinterval - Decimal Places
« Reply #7 on: November 17, 2008, 06:08:52 pm »
Yeah, one more decimal place sounds good. Milliseconds would screw up all previous weapon mods. Not incredibly important, but nice when you're getting into those smaller numbers. Plus, I can't imagine it being incredibly difficult to add.
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Offline Snake

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Re: Fireinterval - Decimal Places
« Reply #8 on: November 17, 2008, 08:01:37 pm »
At first I thought that it was an other useless idea but after reading it I changed my mind. good idea F12

Offline -Major-

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Re: Fireinterval - Decimal Places
« Reply #9 on: November 18, 2008, 02:31:39 am »
I don't know that much about pascal. but I guess soldat only got 60 refreshing frames. which would make those extra frame updates useless.

Offline TmTgr

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Re: Fireinterval - Decimal Places
« Reply #10 on: November 20, 2008, 02:00:47 am »
Instead of decimal places, which would require a bit of screwing around with the code, why not make it do milliseconds instead of ticks?
Great idea. Decimal places would never work, because how is code meant to measure a fraction of a tick if the whole game runs on ticks? F12 for fire int. as milliseconds.

Offline Gotfryd

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Re: Fireinterval - Decimal Places
« Reply #11 on: November 20, 2008, 04:55:16 am »
So we have a tie:
- adding decimal places may not be possible or create issues with Soldat code,
- changing ticks to miliseconds may also be difficult and can create issues with old mods.

However, issues with old mods could be avoided by adding a tag "time_measuring" to weapons.ini, which would tell Soldat what is the time unit, example:

Code: [Select]
// :: Weapon mod : default settings by Michal Marcinkowski, Beta testing team and the community
[Info]
Name=Default mod
Version=1.4.2
Time_measuring=miliseconds

[USSOCOM]
Damage=171
FireInterval=166
Ammo=12
(...)

When a file wouldn't have "Time_measuring" tag at all, Soldat would assume that values are given in ticks and would recalculate them to miliseconds. This way old mods would work.

So, we ask developers: what do you think about this?

Offline TmTgr

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Re: Fireinterval - Decimal Places
« Reply #12 on: November 21, 2008, 03:22:18 am »
The game couldnt run on milliseconds, because theres 1000 of them in one second! What I mean is you would need a really faster computer for that. Maybe it would run 100 cycles per second instead?

Offline Gotfryd

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Re: Fireinterval - Decimal Places
« Reply #13 on: November 21, 2008, 03:27:03 am »
The game couldnt run on milliseconds, because theres 1000 of them in one second! What I mean is you would need a really faster computer for that. Maybe it would run 100 cycles per second instead?

I think STM's idea doesn't require Soldat to run on miliseconds, it can be done in other way, I suppose. But this is my guess only, I'd like to hear what devs have to say about that.

Offline TmTgr

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Re: Fireinterval - Decimal Places
« Reply #14 on: November 22, 2008, 02:23:46 am »
I ask EnEsCe about it yesterday, he said "No" and wouldnt answer when i asked why.

Offline echo_trail

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Re: Fireinterval - Decimal Places
« Reply #15 on: November 22, 2008, 06:25:20 am »
Officializtic Suggestified!
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Offline homerofgods

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Re: Fireinterval - Decimal Places
« Reply #16 on: November 26, 2008, 06:53:57 am »
unless it screws up the game...

Offline STM1993

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Re: Fireinterval - Decimal Places
« Reply #17 on: November 26, 2008, 08:33:54 am »
It will never screw up the game unless the code is unstable (whereby it shouldn't even be implemented) or the weapon balance itself is really screwed up.

Offline Gotfryd

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Re: Fireinterval - Decimal Places
« Reply #18 on: November 26, 2008, 08:40:20 am »
It will never screw up the game unless the code is unstable (whereby it shouldn't even be implemented).

I think that's what Homer had on mind.