Posted by: Serialkillerwhale 21 May 2018, 11:50
QUOTE (The_Hunter @ 21 May 2018, 2:08)
If you're going to start posting code snippets and claim its broken make sure you understand what you're actually talking about.
more is better in case of these % values and they stack with other types.
I'm just going to focus on the claim that more is better in the case of PRE_ATTACK, which is simply not true. You can test this very simply by going into Weapons.ini and changing the code to the following snippets.
CODE
Weapon USAPathfinderSniperRifle
PrimaryDamage = 100.0
PrimaryDamageRadius = 0.0
AttackRange = 250.0
DamageType = SNIPER
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_GenericMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
FireOCL = OCL_RevealUnitDummy
FireSound = PathfinderWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 1000 ; time between shots, msec
PreAttackDelay = 1000
PreAttackType = PER_SHOT
ShowsAmmoPips = Yes
ShockWaveAmount = 40.0; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect
ShockWaveRadius = 0.01; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.3 ; 0.3 means at the shockwave edge, the shockwave amount is 30%.
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%;This makes sure that infantry inside containers get their garrison bonuses if turned on by the container.
WeaponBonus = PLAYER_UPGRADE RANGE 133%;This makes sure that infantry inside containers get their garrison bonuses if turned on by the container.
WeaponBonus = VETERAN PRE_ATTACK 10%
End
;------------------------------------------------------------------------------
Weapon USAPathfinderSilencedSniperRifle
PrimaryDamage = 15.0
PrimaryDamageRadius = 0.0
AttackRange = 250.0
DamageType = SNIPER
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_GenericMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
FireSound = PathfinderSilencedWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 1000 ; time between shots, msec
PreAttackDelay = 1000
PreAttackType = PER_SHOT
ShowsAmmoPips = Yes
ShockWaveAmount = 10.0; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect
ShockWaveRadius = 0.01; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.3 ; 0.3 means at the shockwave edge, the shockwave amount is 30%.
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%;This makes sure that infantry inside containers get their garrison bonuses if turned on by the container.
WeaponBonus = PLAYER_UPGRADE RANGE 133%;This makes sure that infantry inside containers get their garrison bonuses if turned on by the container.
WeaponBonus = VETERAN PRE_ATTACK 230%
End
Following this, try building 2 Veteran Pathfinders (simple enough at rank 2 with the Veteran Specialists Upgrade). Set one to Silenced, and one to normal, and have them both shoot at the same time.
The Non-silenced one (Which has PRE_ATTACK 10%) will shoot markedly faster than the silenced one (Which has PRE_ATTACK 230%)(around 3 times as fast as it in fact). I'd submit a recording of this test as proof, but I don't know how to record Generals (since OBS studio doesn't seem to work, and that's what I normally use when I need to make a quick screencap vid.)
Posted by: The_Hunter 22 May 2018, 6:51
I'v done some test and you're indeed correct about this one
It's weird however because for every single other weapon bonus value more is better.
Posted by: Serialkillerwhale 23 May 2018, 0:16
I know right? It confused the utter fuck out of me when I was screwing around with it to give Rangers a 30-round magazine and 3-shot bursts at the same time (TLDR: I used Continous fire to raise pre attack after 30 shots)