Gauss And Tc
#1
Posted 11 April 2016 - 11:02 AM
#2
Posted 11 April 2016 - 11:25 AM
#3
Posted 11 April 2016 - 11:35 AM
#4
Posted 11 April 2016 - 11:37 AM
JackalBeast, on 11 April 2016 - 11:35 AM, said:
Targeting computers DO NOT affect Gauss rifles. If you read the description in the Mechlab, I remember it only including autocannons and PPCs when referring to projectile velocity, not Gauss.
Also, smurfy also only refers to ACs and PPCs and lasers. Gauss rifle is not an AC.
Edited by Gas Guzzler, 11 April 2016 - 11:39 AM.
#5
Posted 11 April 2016 - 01:08 PM
Gas Guzzler, on 11 April 2016 - 11:37 AM, said:
Targeting computers DO NOT affect Gauss rifles. If you read the description in the Mechlab, I remember it only including autocannons and PPCs when referring to projectile velocity, not Gauss.
Also, smurfy also only refers to ACs and PPCs and lasers. Gauss rifle is not an AC.
You would be incorrect
-<TargetingComputerStats moduleDestroyedHudWarning="eHUD_TARGETING_COMPUTER_DESTROYED"> -<WeaponStatsFilter compatibleWeapons="SmallLaser,MediumLaser,LargeLaser,ClanERSmallLaser,ClanERMediumLaser,ERLargeLaser,ClanERLargeLaser,SmallPulseLaser,ClanSmallPulseLaser,MediumPulseLaser,ClanMediumPulseLaser,LargePulseLaser,ClanLargePulseLaser" tag="BeamWeapons"> <WeaponStats critChanceIncrease="0.08,0.045,0.01" operation="+"/> <WeaponStats operation="*" maxRange="1.1" longRange="1.1"/> </WeaponStatsFilter> -<WeaponStatsFilter compatibleWeapons="AutoCannon2,ClanAutoCannon2,AutoCannon5,ClanAutoCannon5,AutoCannon10,ClanAutoCannon10,AutoCannon20,ClanAutoCannon20,GaussRifle,ClanGaussRifle,ClanUltraAutoCannon2,UltraAutoCannon5,ClanUltraAutoCannon5,ClanUltraAutoCannon10,ClanUltraAutoCannon20,PPC,ERPPC,ClanERPPC" tag="ProjectileWeapons"> <WeaponStats critChanceIncrease="0.08,0.045,0.01" operation="+"/> <WeaponStats operation="*" speed="1.35"/> </WeaponStatsFilter> </TargetingComputerStats>
#6
Posted 11 April 2016 - 01:20 PM
#7
Posted 11 April 2016 - 01:21 PM
Mcgral18, on 11 April 2016 - 01:08 PM, said:
You would be incorrect
-<TargetingComputerStats moduleDestroyedHudWarning="eHUD_TARGETING_COMPUTER_DESTROYED"> -<WeaponStatsFilter compatibleWeapons="SmallLaser,MediumLaser,LargeLaser,ClanERSmallLaser,ClanERMediumLaser,ERLargeLaser,ClanERLargeLaser,SmallPulseLaser,ClanSmallPulseLaser,MediumPulseLaser,ClanMediumPulseLaser,LargePulseLaser,ClanLargePulseLaser" tag="BeamWeapons"> <WeaponStats critChanceIncrease="0.08,0.045,0.01" operation="+"/> <WeaponStats operation="*" maxRange="1.1" longRange="1.1"/> </WeaponStatsFilter> -<WeaponStatsFilter compatibleWeapons="AutoCannon2,ClanAutoCannon2,AutoCannon5,ClanAutoCannon5,AutoCannon10,ClanAutoCannon10,AutoCannon20,ClanAutoCannon20,GaussRifle,ClanGaussRifle,ClanUltraAutoCannon2,UltraAutoCannon5,ClanUltraAutoCannon5,ClanUltraAutoCannon10,ClanUltraAutoCannon20,PPC,ERPPC,ClanERPPC" tag="ProjectileWeapons"> <WeaponStats critChanceIncrease="0.08,0.045,0.01" operation="+"/> <WeaponStats operation="*" speed="1.35"/> </WeaponStatsFilter> </TargetingComputerStats>
Pretty sure many of these XL lists are for mech lab associations or client side games [test ground?]
Why would pgi put a simple list in a file we could find and edit that would change how weapons functioned during the game. Probably mirrors another similar list that is compiled at the time of the drop or there could be a check system.
I just know that not all visible code is used as written when and where someone expects it too. Of course the poster could be 100% correct too.
Edited by Chuck Jager, 11 April 2016 - 01:22 PM.
#8
Posted 11 April 2016 - 01:26 PM
Chuck Jager, on 11 April 2016 - 01:21 PM, said:
Why would pgi put a simple list in a file we could find and edit that would change how weapons functioned during the game. Probably mirrors another similar list that is compiled at the time of the drop or there could be a check system.
I just know that not all visible code is used as written when and where someone expects it too. Of course the poster could be 100% correct too.
Good luck altering those files, its the XML, it can be mined from most games.
Its not editable, and if you do PGI will find you and bad you. Its also server side not client side as far as most of that stuff goes. Only recently has things like ZOOM been moved to client side. I am not sure that was a good idea, im waiting for the hackusations from the change.
#9
Posted 11 April 2016 - 01:28 PM
#10
Posted 11 April 2016 - 01:28 PM
Mcgral18, on 11 April 2016 - 01:08 PM, said:
You would be incorrect
-<TargetingComputerStats moduleDestroyedHudWarning="eHUD_TARGETING_COMPUTER_DESTROYED"> -<WeaponStatsFilter compatibleWeapons="SmallLaser,MediumLaser,LargeLaser,ClanERSmallLaser,ClanERMediumLaser,ERLargeLaser,ClanERLargeLaser,SmallPulseLaser,ClanSmallPulseLaser,MediumPulseLaser,ClanMediumPulseLaser,LargePulseLaser,ClanLargePulseLaser" tag="BeamWeapons"> <WeaponStats critChanceIncrease="0.08,0.045,0.01" operation="+"/> <WeaponStats operation="*" maxRange="1.1" longRange="1.1"/> </WeaponStatsFilter> -<WeaponStatsFilter compatibleWeapons="AutoCannon2,ClanAutoCannon2,AutoCannon5,ClanAutoCannon5,AutoCannon10,ClanAutoCannon10,AutoCannon20,ClanAutoCannon20,GaussRifle,ClanGaussRifle,ClanUltraAutoCannon2,UltraAutoCannon5,ClanUltraAutoCannon5,ClanUltraAutoCannon10,ClanUltraAutoCannon20,PPC,ERPPC,ClanERPPC" tag="ProjectileWeapons"> <WeaponStats critChanceIncrease="0.08,0.045,0.01" operation="+"/> <WeaponStats operation="*" speed="1.35"/> </WeaponStatsFilter> </TargetingComputerStats>
The why the **** doesn't the description say that?
Unbelievable, we shouldn't have to open up game files to see how this sort of thing works.
#11
Posted 11 April 2016 - 01:28 PM
Chuck Jager, on 11 April 2016 - 01:21 PM, said:
Why would pgi put a simple list in a file we could find and edit that would change how weapons functioned during the game. Probably mirrors another similar list that is compiled at the time of the drop or there could be a check system.
I just know that not all visible code is used as written when and where someone expects it too. Of course the poster could be 100% correct too.
but as for the topic. I was always under the assumption that TCs work on gauss.
Edited by Ghogiel, 11 April 2016 - 01:29 PM.
#12
Posted 11 April 2016 - 01:30 PM
Ghogiel, on 11 April 2016 - 01:28 PM, said:
but as for the topic. I was always under the assumption that TCs work on gauss.
I have yet to find a lie in the .XML, maybe Mcgral can shed more light.
As far as i know its 100% accurate.
#13
Posted 11 April 2016 - 01:35 PM
Revis Volek, on 11 April 2016 - 01:30 PM, said:
I have yet to find a lie in the .XML, maybe Mcgral can shed more light.
As far as i know its 100% accurate.
All I know is Steam doesn't let you launch if you change them (I wanted to test a 200M Flamer in the Training Grounds)
Years ago, that would have worked in a live match (not that I've ever tested that)
#17
Posted 11 April 2016 - 02:04 PM
#18
Posted 11 April 2016 - 02:20 PM
Mcgral18, on 11 April 2016 - 01:35 PM, said:
Pretty sure it wouldn't have. For a long while modifying the game client wasn't an issue with ToS. It was still heavy server authoritive even before HSR.
AFAIK you could basically only mess with rendering and sound. Almost everything else was on the server.
like if you mess with the maps, The collision is loaded on the servers sim, even if you remove the buildings on your end, it's like playing blind to the terrain and buildings> they were still there and you'd collide with but you couln't see anything.
You could make mechs glow in the dark by messing with the mtls
You could mess with textures,give a bullseye on mech cockpits, remove filmgrain etc
I am pretty sure xml edits did zip.
#19
Posted 11 April 2016 - 03:26 PM
#20
Posted 11 April 2016 - 03:30 PM
Jman5, on 11 April 2016 - 01:28 PM, said:
I went to Alpine (on something past 2500M, directly right of spawn) which I assume is 3-4Km away.
TC7 was just below 2 seconds, while no TC was noticeably longer than 2 seconds (2.5? 2.25?)
I guess I could Math it out, or get a longer distance (like edge of Alpine to the other), but when you get more distance, eyeballing it seems possible.
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