Call to Arms

Call to Arms

Call to Arms - Workshop
The place to find custom maps, missions and mods for Call to Arms! Do you want to contribute? Check out the installation folder of your game and browse the mods subfolder for tools and documentations.
Patchi 18 Feb, 2022 @ 10:39am
What is " ("speed2" s(250)) ; 10m 115ms, 30m 295ms" mean?How to calculate it?
What is " ("speed2" s(250)) ; 10m 115ms, 30m 295ms" mean?(in file "rpg7_v1.weapon")How to calculate it?
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Showing 1-8 of 8 comments
Nothing after the ; means anything.

The speed s(250) means that the projectile moves at 250 meters per second.
MrThirtyOddSix 9 22 Feb, 2022 @ 12:26pm 
("speed2" s(...)) is a macro that is used define speed of entity.

That macro lives in "set/stuff/smallarms/.presets" file and has following contents:

(define "speed2" {speed (* 0.5 %s)} (mod "hardcore" {speed (* 0.5 %s)} ) )

This is contrast to normal ("speed" s(...)) macro in same file, and defined as :

(define "speed" {speed (* 1.0 %s)} )

Thus difference is that speed2 halves value and also applies modifier if hardcore option is enabled.
Patchi 23 Feb, 2022 @ 8:34am 
Originally posted by MrThirtyOddSix:
("speed2" s(...)) is a macro that is used define speed of entity.

That macro lives in "set/stuff/smallarms/.presets" file and has following contents:

(define "speed2" {speed (* 0.5 %s)} (mod "hardcore" {speed (* 0.5 %s)} ) )

This is contrast to normal ("speed" s(...)) macro in same file, and defined as :

(define "speed" {speed (* 1.0 %s)} )

Thus difference is that speed2 halves value and also applies modifier if hardcore option is enabled.
I mean, how to trans "speed2" s(250)" or "{speed (250* 0.5 )}" into "10m 115ms, 30m 295ms", I want to know how the mathematic function work...
Originally posted by Rimi Bot:
Originally posted by MrThirtyOddSix:
("speed2" s(...)) is a macro that is used define speed of entity.

That macro lives in "set/stuff/smallarms/.presets" file and has following contents:

(define "speed2" {speed (* 0.5 %s)} (mod "hardcore" {speed (* 0.5 %s)} ) )

This is contrast to normal ("speed" s(...)) macro in same file, and defined as :

(define "speed" {speed (* 1.0 %s)} )

Thus difference is that speed2 halves value and also applies modifier if hardcore option is enabled.
I mean, how to trans "speed2" s(250)" or "{speed (250* 0.5 )}" into "10m 115ms, 30m 295ms", I want to know how the mathematic function work...

The numbers after the semi colon dont actually mean anything and serve no function. Im not sure what they are for. THey dont do anything to the weapon itself. Youll see stuff like that in alot of the files in the game.
Patchi 26 Feb, 2022 @ 3:51pm 
Originally posted by Lord-Knight Fandragon:
Originally posted by Rimi Bot:
I mean, how to trans "speed2" s(250)" or "{speed (250* 0.5 )}" into "10m 115ms, 30m 295ms", I want to know how the mathematic function work...

The numbers after the semi colon dont actually mean anything and serve no function. Im not sure what they are for. THey dont do anything to the weapon itself. Youll see stuff like that in alot of the files in the game.

but how i translate the real world data into the game data?...it is better that if we know the fundamental principle, how the game works...
MrThirtyOddSix 9 26 Feb, 2022 @ 5:30pm 
You would need to explore game files, particularly what macros are responsible for defining how bullet behavior works: damage and vertical drop with range. That's actually why guided missiles don't do damage after certain range, all due to how they are all tied into same behavior as normal bullets (terminology used in CTA files).
Originally posted by MrThirtyOddSix:
You would need to explore game files, particularly what macros are responsible for defining how bullet behavior works: damage and vertical drop with range. That's actually why guided missiles don't do damage after certain range, all due to how they are all tied into same behavior as normal bullets (terminology used in CTA files).

Wait wut? ATGMs dont do dmg after a certain range? What range is that? Sooo, you mean to tell me this game has ranges so far that its actually beyond the effective damage range of the weapons?
Patchi 28 Feb, 2022 @ 9:33am 
Originally posted by MrThirtyOddSix:
You would need to explore game files, particularly what macros are responsible for defining how bullet behavior works: damage and vertical drop with range. That's actually why guided missiles don't do damage after certain range, all due to how they are all tied into same behavior as normal bullets (terminology used in CTA files).
Where is the macros define the bullet behavior of "RPG-7"? I can't find it...
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