Author Topic: HP Question  (Read 2641 times)

Offline moed

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HP Question
« on: August 25, 2008, 06:59:17 PM »
I'm trying to fix an HP issue with one of my mods and need some definition on what a particular entry means.

What does "SetRadius" do in an HP script?

I did a search on this and found no specific answer. I recall that I may have asked this question before a while back but can not find the thread. I may have posted  at BCU but, that site is now down so If I did I can not go back to look for the answers that were posted.

Thanks

Offline Kirk

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Re: HP Question
« Reply #1 on: August 25, 2008, 07:10:14 PM »
All it does is set the radius that that system can be damaged in. For example, a system with a large radius doesn't need to be hit directly by weapons fire to be damaged, whereas a system that has a very small radius needs to be hit dead on by weapons fire. MPE does a decent job a visualizing this for you.

Offline moed

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Re: HP Question
« Reply #2 on: August 25, 2008, 07:46:44 PM »
So how does that translate to the "setradius" property of an entire ships hull?

If it has a large radius, does it mean that if any part of the hull is hit then the whole ship takes damage (in other words, the damage is "spread out") while conversely, if it's a small radius only the particular part of the hull (say the port nacelle of a Fed ship) will take damage?

Offline Kirk

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Re: HP Question
« Reply #3 on: August 25, 2008, 07:56:23 PM »
By hull, I assume you mean the hull property that is set to primary. All the setradius means it that if the model is hit at point x and point x is within the set radius. then that system takes damage.

Ex:
       ____
      /      \
x    |   a   |
      \____/
Damage point x is not within system a's radius. No damage taken

    ____
   /      \
  |x  a   |
   \____/
Damage point x is within system a's radius. Damage taken.


Note: This is the same for every system property that is damageable. For blinkers, this is the size of the blinker.

Offline moed

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Re: HP Question
« Reply #4 on: August 26, 2008, 02:31:08 AM »
Thanks Kirk, that explanation helps a lot.

Cheers  :D

Offline tiqhud

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Re: HP Question
« Reply #5 on: August 26, 2008, 02:16:55 PM »
So how does that translate to the "setradius" property of an entire ships hull?

If it has a large radius, does it mean that if any part of the hull is hit then the whole ship takes damage (in other words, the damage is "spread out") while conversely, if it's a small radius only the particular part of the hull (say the port nacelle of a Fed ship) will take damage?
Kirk--- gave a very good explanation, but to be Honest and realistic, the Hull ought to have a radious as large as the model itself, after all the hulls is the ships skin, and should get damage.
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Offline moed

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Re: HP Question
« Reply #6 on: August 26, 2008, 07:37:38 PM »
So how does that translate to the "setradius" property of an entire ships hull?

If it has a large radius, does it mean that if any part of the hull is hit then the whole ship takes damage (in other words, the damage is "spread out") while conversely, if it's a small radius only the particular part of the hull (say the port nacelle of a Fed ship) will take damage?
Kirk--- gave a very good explanation, but to be Honest and realistic, the Hull ought to have a radious as large as the model itself, after all the hulls is the ships skin, and should get damage.


I don't completely agree with that statement. Yes, the hull obviously gets damage but what if only a particular section/portion of a hull is targeted?

I can see that portion getting/showing damage and maybe a bit more in the immediate surrounding vicinity but not the entire hull should show damage.

Offline Captain_April

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Re: HP Question
« Reply #7 on: August 26, 2008, 10:03:37 PM »
I can see that portion getting/showing damage and maybe a bit more in the immediate surrounding vicinity but not the entire hull should show damage.
visible damage and subsystem/statistical damage are not the same things, visible damage is just a graphic effect added to the model based on the radius of the weapon that hit it, so if you make the hull damage radius 100 or 0.01 it won't affect the amount of visible damage.  also, from what I've seen, in calculating damage to the ship, the hull damage radius is not in any way used to calculate physical damage, whenever a projectile or phaser collides with the model, it damages the hull, as opposed to using the radius.