Search found 459 matches
- Mon Nov 26, 2018 5:01 am
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41195
Damage formula
It's in the headers, search.
- Sun Nov 25, 2018 12:23 pm
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41195
Damage formula
No, whitespace doesn't really matter. Except in defines, I think.
But then again, you can easily test for these things yourself.
But then again, you can easily test for these things yourself.
- Sun Nov 25, 2018 11:56 am
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41195
Damage formula
There's no jump. The script is executed line by line, like in any other programming language. "end" denotes an end of a begin block. The compliler will tell you if you break the code.
- Sun Nov 25, 2018 10:09 am
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41195
Damage formula
1. No. You should return the value from B and assign it in A. 2. Fine. You need not and must not re-declare script-wide vars. 3. max is somewhere in the headers, you need to include it. Or write it yourself, it's 3 lines of code. I don't mind taking a look, but you really should try to at least comp...
- Sun Nov 25, 2018 3:07 am
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41195
Re: Damage formula
Burn there is no editor in the above link that you pointed me to. I did however find an editor in the sfall modders pack. So am I suppose to do something with these extended editor files? how should I use them? They're just files, I don't know what to do with them. I think the extended one is publi...
- Sat Nov 24, 2018 2:40 pm
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41195
Re: Damage formula
Yes the first one is an oversight, thanks.
As for the second, I think the compiler just counts the vars in declaration, so it doesn't really matter. But I'll update it to match the definition all the same.
As for the second, I think the compiler just counts the vars in declaration, so it doesn't really matter. But I'll update it to match the definition all the same.
- Sat Nov 24, 2018 12:21 pm
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41195
Re: Damage formula
1. What operations? If it's numbers, just use "2.0" instead of "2". For variables, I do "1.0 * x..." . 2. Variables are what they are assigned. They don't change by themselves. Note that script vars get all reset on game load. If you need them to persist, use sfall glob...
- Sat Nov 24, 2018 4:44 am
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41195
Re: Damage formula
What I linked is primary documentation. There's isn't really much to learn, syntax-wise. There are macros, procedures, loops, a few types of values, and that's basically it. Sfall adds more functions, and arrays, you can read about those . There are some gotchas here and there, but the language itse...
- Thu Nov 22, 2018 11:37 am
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41195
Re: Damage formula
No, it's not C++, it's Star-Trek Scripting Language, or SSL. It does bear slight resemblance to C++ in that it also uses macro preprocessing. The best tools to work with it are extended sfall script editor and VScode + BGforge MLS (the second is my creation). You're correct, the script plus the 4 fi...
- Tue Nov 20, 2018 11:02 pm
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41195
Re: Damage formula
Yes, I don't like explaining things repeatedly to different people. That's inefficient. So unless there's a reason why what you want to say should be private , no need to use private messaging . The mod is available under CC BY-NC-SA 4.0 , so as long as you honor it, you can do whatever you want, no...