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Weapon info todos #25
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Hi, Amazing work (I'm excited about the combat logger) but the code is far above my knowledge level and it will take me a long time to understand how most of it works :) . I'm not certain you're still developing this - but if you do I would like to propose a feature request/question . The attack logger currently only logs to file ( AFIK) - would it be difficult to also dump to the in-game console to check results without leaving the game window / break 'too much' immersion? (enable the console / the hotkeys required to show/hide it .. maybe add an option for a transparent console - currently its modal and prevents play util you hide it again ) . Use its features for different colored text ? |
Yes still developing it, currently testing and bug fixing in preparation for a 3.0 beta. Yeah some features are quite complicated, the attack log being one of the most, since attack, damage, and crit happens at different stages of an attack sequence. Writing it to console is not a bad idea, but I will need some time to evaluate see how it may work or can work. |
console output would require less information ( ) to fit / format/ be readable on the space available |
messed around a bit with dnspy (attackdirector performattack)
I'm not not certain it always shows on the console. There is a check inside LogMessage against a variable I cannot check - dnspy cannot compile logmessage ..
this works and also gives log line color option (its what LogMessage calls anyway) but it bypasses the check for too many logmessages in queue .. Would need to also handle that or 'hope' :P other log messages fallowing the proper code path do the old messages clearing every now and then .. Or use both calls to have colored text option but also not go over the message queue limit for too long (white text call would trim the queue length ..) I should probably stop messing with stuff I don't understand and let the pros do it :) |
more thoughts on the console combat feedback format: // state those parameters at the beginning ONCE - no need to repeat them for the.. 300 LRM shots // Per Multishot Weapon (I think even without trying your log already outputs sorted like that because of the order the game calculates in .. maybe pulse lasers screw with this ..) //ALL shots for the (potentially multi-shot) weapon // // This kind of combat log also gives players info on how 'close' the enemies misses were. |
Don't forgat morale logging, if we have heat and stability and wounds. But I fear that this mod will stick with attack roll, location roll, crit roll, and slot rolls if it is to be implemented. (That's already a lot of rolls to code!) And it won't be too detailed - breakdowns is out of question. We are talking about over a hundred rolls for a typical heavy LRM boat attack, before we start thinking about the context of the rolls such as hit chance, crit chance, location table, or damage transfer. I tried to do a mockup even with simple info and it's alreay quite complicated, so I regret to report that yeah I won't put it in this release. But I'll keep doing the mockup and open a new ticket when I am happy with it. But getting how close the enemies miss is a great idea. I wonder if it can be put into the MISS floatie. |
CTH for enemies feedback is also important when they hit (all those headshot tears on the forums :) ) |
for multishot weapons this could be very readable summary report and not occupy a lot of space group lrm 30 fired CTH = .. Could do shot by shot for less than say 10 shots weapons and use the summary report for the ones with more (LRMs ..). The file log will have shot by shot even for those for the extra curious .. could use a similar total report for all the attack sequence at the end.. don't know hard it would be for you to do .. mad dream territory pillars of eternity has multi-level nested drop down capability in its log output .. Could expand this SRM group and then do extra expand for 1 shot to see the damage propagation/ multi crit etc.. But since this game lacks built in support for such feature .. it would be too much effort to implement .. |
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