Missiles....

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Roguey

Roguey avatar
Level badge Trueguey (22)
Posted 10 years ago.

That list, where can i find that so i can try and add another subtype? i havent been able to find it anywhere....

The list on the previous page is a formatted version of missile bitmask used on my X3AP ship pages.

jccpsc

jccpsc avatar
Level badge Fightguey (6)
Posted 10 years ago.

Ah, well currently these bits are used for the missile mask:


SG_MISSILE_LIGHT            //bit 0 : 1
SG_MISSILE_MEDIUM            //bit 1 : 2
SG_MISSILE_HEAVY            //bit 2 : 4
SG_MISSILE_TR_LIGHT        //bit 3 : 8
SG_MISSILE_TR_MEDIUM        //bit 4 : 16
SG_MISSILE_TR_HEAVY        //bit 5 : 32
SG_MISSILE_KHAAK            //bit 6 : 64
SG_MISSILE_BOMBER            //bit 7 : 128
SG_MISSILE_TORP_CAPITAL        //bit 8 : 256
SG_MISSILE_AF_CAPITAL        //bit 9 : 512
SG_MISSILE_TR_BOMBER        //bit 10 : 1024
SG_MISSILE_TR_AF_CAPITAL    //bit 11 : 2048
SG_MISSILE_TR_TORP_CAPITAL    //bit 12 : 4096
SG_MISSILE_BOARDINGPOD        //bit 13 : 8196
SG_MISSILE_COUNTER            //bit 14 : 16384


ie. 1 +2 +4 +8 +16 +32 +64 +128 +256 +512 +1024 +2048 +4096 +8196 +16384 = 32767

Maybe 32768 might be available to use, but otherwise there isnt more free bits. That's if ego have used an unsigned INT for the number, otherwise 32767 is the max, and wont allow a 15 bit. Although if its signed INT maybe negative numbers could be used? (although I dont see many negative bitmask, maybe cos of a reason?)

cycrow (im sure you know who i mean) and apparently there is a way.
Ive heard of him ofcourse, just not really spoken to him much

create some sort of ware that gives a ship the possibility to destroy any missiles within a 1 to 2 km radius?
Something like that could probably be scripted. Maybe a AI script could be ran to check missile every so-often and remove some.
- Roguey



Hi Roguey

There's something missing in your list

The correct list is:
SG_MISSILE_LIGHT //bit 0 : 1
SG_MISSILE_MEDIUM //bit 1 : 2
SG_MISSILE_HEAVY //bit 2 : 4
SG_MISSILE_TR_LIGHT //bit 3 : 8
SG_MISSILE_TR_MEDIUM //bit 4 : 16
SG_MISSILE_TR_HEAVY //bit 5 : 32
SG_MISSILE_KHAAK //bit 6 : 64
SG_MISSILE_BOMBER //bit 7 : 128
SG_MISSILE_TORP_CAPITAL //bit 8 : 256
SG_MISSILE_AF_CAPITAL //bit 9 : 512
SG_MISSILE_TR_BOMBER //bit 10 : 1024
SG_MISSILE_TR_AF_CAPITAL //bit 11 : 2048
SG_MISSILE_TR_TORP_CAPITAL //bit 12 : 4096
SG_MISSILE_BOARDINGPOD //bit 13 : 8196
SG_MISSILE_DMBF //bit 14 : 16384------> Was missing this one
SG_MISSILE_COUNTER //bit 15 : 32768


ie. 1 +2 +4 +8 +16 +32 +64 +128 +256 +512 +1024 +2048 +4096 +8196 +16384 +32768 = 65535

So the 65536 must be free

But still I don't know how to had another one to the Missiles Subtypes.
As far as I know the laser subtypes are 32 and the missiles subtypes are 16 there fore we should be able to had more 16 missiles subtypes eaven if we can't name them since they are hard coded on the EXE file, But we can put the number by hand in the Tships file what I don't know how is to put the number in the Tmissiles file.
And BTW the Tships file uses negative numbers for the lasers subtypes

JCC


Roguey

Roguey avatar
Level badge Trueguey (22)
Posted 10 years ago.

hey JCC, nice to see you are around again. Yeah, you are right that bit 14 is DMBF not counter. I noticed this when re-building the stats on the site.

Oh, btw I dont think counter uses bit 15 although. If its how I rememberer then the counter group doesnt isnt signed a group, and is given to a ship if a ship can fire any missile.

thanks,

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