Staredit Network > Forums > Modding Assistance > Topic: regen/wait/cooldown comparisons...
regen/wait/cooldown comparisons...
Jan 16 2008, 5:22 am
By: EzDay281  

Jan 16 2008, 5:22 am EzDay281 Post #1



Basically, I'm wondering...
Does 1 cooldown time ( weapons.dat ) = 1 wait tick ( iscript.bin ) ?
What units are shield/health regeneration, in FireGraft's *.exe edits, in? ex., what value would I use for 1 hp/s? How much would I increase it by for 2 hp/s? 3 hp/s?

On another note... is the splash radius value ( weapons.dat ) in pixels?
The move opcode ( iscript.bin ) , pixels?

The regeneration question is by far the most important, by the way.



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Jan 16 2008, 5:36 am ihjel Post #2



Stacraft runs in 24fps(or is it 25?) in fastest speed, I think all the units=1 frame



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Jan 16 2008, 5:38 am A_of-s_t Post #3

aka idmontie

Most of what you asked is explained in the help boxes that accompany the programs.



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Jan 16 2008, 5:57 am EzDay281 Post #4



Quote
Most of what you asked is explained in the help boxes that accompany the programs.
I can find nowhere that states that 1 wait tick = 1 cooldown unit.
I've read FireGraft's help files, and found no tooltips that specify what units the regeneration rates are in - mind you, it's not a 'delay' counter, as a value of 7 ( shield default ) regenerates faster than 4 ( hitpoints default ) .
I forget why, but something led me to believe that the splash radius might not be in pixels, and the tips box doesn't specify what units it's in.
On second-check, the IceCC help file does specify that the move opcode is in pixels, specifically.

That's one of four of my questions.
Quote
Stacraft runs in 24fps(or is it 25?) in fastest speed, I think all the units=1 frame
Right, 24 according to DatEdit.

And while one might make assumptions regarding three of those questions... I've made enough assumptions about things that've seemed 'obvious' and been wrong, and... there's a reason the regeneration question is 'most important by far.'



None.

Jan 17 2008, 8:16 pm ShadowFlare Post #5



Quote from EzDay281
Basically, I'm wondering...
Does 1 cooldown time ( weapons.dat ) = 1 wait tick ( iscript.bin ) ?
What units are shield/health regeneration, in FireGraft's *.exe edits, in? ex., what value would I use for 1 hp/s? How much would I increase it by for 2 hp/s? 3 hp/s?

On another note... is the splash radius value ( weapons.dat ) in pixels?
The move opcode ( iscript.bin ) , pixels?

The regeneration question is by far the most important, by the way.
As far as I know, time values are fairly universal in SC. I'm fairly sure they all correspond with the number of frames that is displayed.

The splash radius is in pixels, though I'm unsure whether that is radius or diameter.



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[09:16 am]
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[02:29 am]
Symmetry -- TFW you google a problem and find the answer in a post you made yourself
[01:46 am]
Oh_Man -- How can i change my name here to put [TFE] on the end will thr website let me
[06:02 pm]
Zoan -- of course it isn't full understanding. You could ask "is the mechanism by which this counterexample blows up the ONLY mechanism possible for an initial configuration to blow up?"
[05:48 pm]
Zoan -- ppl do it all the time in PDEs
[05:47 pm]
Zoan -- Heinermann
Heinermann shouted: it also didn't solve that problem but hey as long as the investors are pleased
Constructing a counterexample is answering the question: "Is Navier Stokes well posed?" in the negative
[05:44 pm]
NudeRaider -- I only heard about it, didn't any news article, so what did it do then?
[05:43 pm]
Heinermann -- it also didn't solve that problem but hey as long as the investors are pleased
[05:39 pm]
NudeRaider -- I have no idea tbh. All I know no human was ever able to solve it, but there's at least a few that beat portal ;)
[05:32 pm]
Zoan -- Navier Stokes is not that esoteric I thought
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