Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 4 Archive => Topic started by: TheJamsh on January 02, 2009, 10:45:52 PM

Title: can someone?
Post by: TheJamsh on January 02, 2009, 10:45:52 PM
explain this a little more? that and lights mask? i really have no idea what to do with them whilst playing.


[GameObjectClass]
EffectsMask = 65535

and

[MorphTankClass]
MorphedEffectsMask = 65535

   These are masks on what effects are allowable, with effect #1 being
in the lowest bit, effect #2 in the next lowest bit, etc. As there are
16 supported effects per object, 65535 is the decimal equivalent of
sixteen '1' bits. Note: min/max altitude for effects (see above) can
disable bits out of this, never enable any. Compiles, but pretty much
untested.
Title: Re: can someone?
Post by: Commando on January 02, 2009, 11:02:52 PM
Effects masks works off of a bitfield.

65535 = 1111111111111111

1 meaning enabled.  Each 1 corresponds to an effect hardpoint.  You have to convert those 1s, in binary, to standard decimal notation.

I believe binary uses the following.

1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768

That 1st 1 = 1, the second 1 = 2, the third = 4, etc.  You add up all of those numbers to get the number you put in the odf.


If you only want the 1st hardpoint lit up, you use EffectsMask = 1, if you only want the last hardpoint lit up, you use EffectsMask = 32768.  If you want the first two, you use EffectsMask = 3 (1+2).  You understanding how it works?
Title: Re: can someone?
Post by: TheJamsh on January 02, 2009, 11:17:52 PM
oh i get you...

surely the best way would be to tabb out the effect? or does it allow you to change it for morphtanks when they switch state?
Title: Re: can someone?
Post by: Commando on January 02, 2009, 11:19:03 PM
EffectMask applies when a ship is not morphed.  There is a separate mask for when ships are morphed.  It works on the exact same principal.
Title: Re: can someone?
Post by: Commando on January 02, 2009, 11:19:31 PM
Look above at the modlog.  It will hopefully help you with most of the settings added in 1.3.
Title: Re: can someone?
Post by: TheJamsh on January 02, 2009, 11:29:49 PM
i see. hopefully the modlog has some more in-depth discussion about things such as these
Title: Re: can someone?
Post by: Commando on January 02, 2009, 11:45:53 PM
If I need to go more in depth in areas, bring them up in the modlog thread.  If I understand enough about the setting, I will explain further.  A few of the physics settings I have no understanding of so someone else would need to explain.
Title: Re: can someone?
Post by: TheJamsh on January 02, 2009, 11:49:28 PM
i might be able to help there.

ZA is the expert on physics (outside of GSH of course, seeing as he programs them), I have him on MSN and might consult him about a few if hes not busy and PM them to you.
Title: Re: can someone?
Post by: Avatar on January 03, 2009, 10:11:33 PM
Effect, Light, and Height masks are awesome... 

I suggest you first set up each effect or light, and then figure out where/when you want them to kick in/out.  Write it down as 1010011101, and then use Windows Calculator, an abacus, your fingers/toes, or some other utility to convert to decimal. 

Another set of amazingly useful settings are the LightsOff/OnEffectsMasks, which enables effects when the building is powered.

Very powerful stuff GSH has given us...

-Av-
Title: Re: can someone?
Post by: Nielk1 on January 06, 2009, 10:45:06 AM
Meanwhile I just wanted police lights when I requested that (light effect mask). Apparently it was rather difficult to add to, all praise to GSH the almighty! :-P