Questions About Constants
the_x5
the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
<div class="IPBDescription">eh?</div> I've got some moderately difficult, specific NS questions. These don't have any particular order:
~<span style='font-size:14pt;line-height:100%'><i>Answered questions are in grey</i></span>~
~<span style='font-size:14pt;line-height:100%'><i>Answers are in orange</i></span>~
<span style='color:gray'>How does redemption work, algorithimically? Your default chance constant is 0.45 but then yopu have this thing called "Redemption Threshold" which is set to 0.4. What the heck is that? And how does that work? Ok so let's say you have a 45% chance to redeem with one DC. (not sure if that's even accurate, probably isn't) So then do we add 40% for 2 DC's and another 40% for 3 DC's? (45% -> 85% -> 125%) Does it cap at 100%? I don't understand the mechanism.</span>
<span style='color:orange'>RedemptionThreshold = when the player's HP is below this percentage the hive will attempt to redeem them
RedemptionChance = the maximum value for redemption chance at lvl 3 (ie: 1 DC redemption = 0.45/3 = 15% chance to redeem, as stated in manual)</span>
Although now there are two more questions which arise:
#1 Is it
<span style='font-family:Courier'>if( pHealth < 100*RedemptionThreshold )</span>
or
<span style='font-family:Courier'>if( pHealth <= 100*RedemptionThreshold )</span>
and #2, how often this the think/tick interval to do this check? (pseudocode)
There are two constants that seem redundant: "Phase Gate Delay" and "Phase Gate Departure Interval" Which one determines/caps the rate you can cycle through the PG's? And in either case, then what is the other one used for?
There is and interger called "Ensnare time" which is set to two [seconds]. What is that? Onos stomp "stunned" durration perhaps? We already have a float called "Stomp Time" which is set to one second.
<span style='color:gray'>Bite vs. Bite2, a redundancy? An inactive varible incase we decide we don't like the one? At first I thought the one was bite with focus and the other was bit w/o focus, but then I realized there are 3 level of focus and that there aren't any 2's of anything else.</span><span style='color:orange'>"Bite2" = lerks, and just "Bite" = skulks</span> So also how does focus work? The marines upgrade weapon modifiers (.1 through .3) are obvious enough but where the heck is the focus modifier? (likely will be evenly divisible by 3) Did I miss it somewhere?
This is probably my lamest question, but what does mp_assert do?
The last question is about a group of five positive interger constants all starting with the word "Balance." What are they suppose to control? I know what one of them does but not the others. (the one I know is BalanceNumGorges 1 makes it so that if you don't have any gorges, less than one that is, then you get that hivemind voice things saying "We need builders.")
~new!~
As far as radii usage goes on NS: <b>cylindrical</b> or <b>spherical</b>?
Most probably uses spherical and I think because HL supports 3D vector math it uses vectors, no? I do wonder and suspect however if there are a few things that use cylindrical? (ie: build distances?)
~<span style='font-size:14pt;line-height:100%'><i>Answered questions are in grey</i></span>~
~<span style='font-size:14pt;line-height:100%'><i>Answers are in orange</i></span>~
<span style='color:gray'>How does redemption work, algorithimically? Your default chance constant is 0.45 but then yopu have this thing called "Redemption Threshold" which is set to 0.4. What the heck is that? And how does that work? Ok so let's say you have a 45% chance to redeem with one DC. (not sure if that's even accurate, probably isn't) So then do we add 40% for 2 DC's and another 40% for 3 DC's? (45% -> 85% -> 125%) Does it cap at 100%? I don't understand the mechanism.</span>
<span style='color:orange'>RedemptionThreshold = when the player's HP is below this percentage the hive will attempt to redeem them
RedemptionChance = the maximum value for redemption chance at lvl 3 (ie: 1 DC redemption = 0.45/3 = 15% chance to redeem, as stated in manual)</span>
Although now there are two more questions which arise:
#1 Is it
<span style='font-family:Courier'>if( pHealth < 100*RedemptionThreshold )</span>
or
<span style='font-family:Courier'>if( pHealth <= 100*RedemptionThreshold )</span>
and #2, how often this the think/tick interval to do this check? (pseudocode)
There are two constants that seem redundant: "Phase Gate Delay" and "Phase Gate Departure Interval" Which one determines/caps the rate you can cycle through the PG's? And in either case, then what is the other one used for?
There is and interger called "Ensnare time" which is set to two [seconds]. What is that? Onos stomp "stunned" durration perhaps? We already have a float called "Stomp Time" which is set to one second.
<span style='color:gray'>Bite vs. Bite2, a redundancy? An inactive varible incase we decide we don't like the one? At first I thought the one was bite with focus and the other was bit w/o focus, but then I realized there are 3 level of focus and that there aren't any 2's of anything else.</span><span style='color:orange'>"Bite2" = lerks, and just "Bite" = skulks</span> So also how does focus work? The marines upgrade weapon modifiers (.1 through .3) are obvious enough but where the heck is the focus modifier? (likely will be evenly divisible by 3) Did I miss it somewhere?
This is probably my lamest question, but what does mp_assert do?
The last question is about a group of five positive interger constants all starting with the word "Balance." What are they suppose to control? I know what one of them does but not the others. (the one I know is BalanceNumGorges 1 makes it so that if you don't have any gorges, less than one that is, then you get that hivemind voice things saying "We need builders.")
~new!~
As far as radii usage goes on NS: <b>cylindrical</b> or <b>spherical</b>?
Most probably uses spherical and I think because HL supports 3D vector math it uses vectors, no? I do wonder and suspect however if there are a few things that use cylindrical? (ie: build distances?)
Comments
Oh... yeah that makes sense. *smacks forehead*
Phase Gate Delay... Perhaps the amount of time it takes for a PG to start working after it's built? I'm fairly sure it doesn't activate right away...
Edit 1: And if you're referring to the "Balance.txt", I've seen the "Focus Damage Upgrade Percent Per Level" and "Focus ROF Percent Slowdown Per Level"
Edit 2: Perhaps Ensnare refers to the old Paralyze?
Im not sure about that though, but i think it might be it.
Ok... but then <i>how</i> do the upgrades work? Remember that you have 3 levels for each upgrade, and remember that 0.4 is not evenly divisible by 3.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Edit 1: And if you're referring to the "Balance.txt", I've seen the "Focus Damage Upgrade Percent Per Level" and "Focus ROF Percent Slowdown Per Level"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
And we are to assume that "level" refers to 1, 2 or 3+ SC's that are active?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Edit 2: Perhaps Ensnare refers to the old Paralyze<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I was thinking that might be another part, but the rumor was that is was removed from the code. It's very possible that was a false rumor and it was just commented out instead.
Yes, that is to what EMP_Demon refers, the unused animation in the onos.mdl
Im not sure about that though, but i think it might be it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i thought ensnare is the time you get webbed if you hit a web
And yes, I would assume that level is the number of SCs active (up to 3)
Laf. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> So, you see why I ask the questions: I don't know the answer. We can speculate all day, but I'd prefer correct answers.
I mean, that's what's the <a href='http://www.unknownworlds.com/ns/comm_manual/basic/alienUpgrades.htm#redmep' target='_blank'>manual</a> says, anyway...
<!--QuoteBegin-NS Manual+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NS Manual)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Every second spent below 40% of max health there is a chance to be teleported to the closest hive.
Level 1: 15%
Level 2: 30%
Level 3: 45% <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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"Phase gate Delay" I believe refers to the delay between the use of a phase gate for each player, whereas "Phase gate Departure" interval pertains to the actual phase gete itself as to how many marines it can depart in a given interval.
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As said, bite2 is the lerk bite
As for the focus modifier, the identifier may not be named as such, so you'll probably have to ask charlie or another direct coder.
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Ensare sounds most likely to reference gorge's web ability
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<!--QuoteBegin-NS Manual+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NS Manual)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Every second spent below 40% of max health there is a chance to be teleported to the closest hive.
Level 1: 15%
Level 2: 30%
Level 3: 45% <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I see, so the 0.45 is the max value... and 0.4 is used in the conditional to trigger it. Makes sense. Thanx.
~edit~ This created two new questions however, <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=96219' target='_blank'>see initial post</a>.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->"Phase gate Delay" I believe ...
Ensare sounds most likely ...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Still speculation... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...so you'll probably have to <i>ask charlie</i>...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
lol. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> He's only spoken to me three times, ever. He wouldn't even answer Delarosa's, Rob's, and my contest e-mail which would have brought him income.
#define X Y simply replaces all of X with Y. It has no effect on the program if X isn't there, because it simply won't be replaced.
So it's possible some of that stuff is outdated
#define X Y simply replaces all of X with Y. It has no effect on the program if X isn't there, because it simply won't be replaced.
So it's possible some of that stuff is outdated <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I know this. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> It is one of the reasons why it is good to use #define's.