Armordefs.lua: Difference between revisions

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→links to more examples: link to MCL example
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==links to more examples==
==links to more examples==
[http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/gamedata/armordefs.lua zero-K]<br>
[http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/gamedata/armordefs.lua zero-K]<br>
contains scripting to take into account various things like EMP damage.
Contains scripting to take into account various things like EMP damage.


[http://code.google.com/p/springtutorialgame/source/browse/trunk/SpringTutorialGame.sdd/Gamedata/armordefs.lua|Spring Tutorial Game]<br>
[http://code.google.com/p/springtutorialgame/source/browse/trunk/SpringTutorialGame.sdd/Gamedata/armordefs.lua|Spring Tutorial Game]<br>
uses default damage class, except for one unit that is "armored."
Uses default damage class, except for one unit that is "armored."
 
[http://sourceforge.net/p/mwspring/code/899/tree/Gamedata/armordefs.lua MechCommander: Legacy]<br>
Automatically assigns units to an armor class based on [[Gamedev:UnitDefs|UnitDef]] tags and custom params.


[[Category:gamedata]]
[[Category:gamedata]]

Revision as of 13:14, 1 December 2013

Location

armordefs.lua is a file in the Gamedata/ directory of a Spring Game.

Purpose

This file sorts units into different armor classes. Weapons can deal different amount of damage to different armor classes.

Source

The engine source code which parses the data from this file is viewable here:

Details

By default a damage class named "default" exists and every unit is in it. So if all your weapons only deal "default" damage then this file is not needed.

Example

local armorDefs = {
	tanks = {
		"supertank",
		"megatank",
	},

	infantry = {
		"dude",
	},
}

for categoryName, categoryTable in pairs(armorDefs) do
  local t = {}
  for _, unitName in pairs(categoryTable) do
    t[unitName] = 1
  end
  armorDefs[categoryName] = t
end

return armorDefs

Note:
The cryptic looking loop at the end is required to convert the table to a different format. Just copy & paste it. NOTE: Since 95.0 You MUST NOT include these converter loop OR ARMOR CLASSES WILL NOT WORK

weapon example

Goes with above example, a weapon that deals 60 damage to infantry but only 5 damage to tanks:

...
damage = {
infantry = 60,
tanks = 5,
},
...

links to more examples

zero-K
Contains scripting to take into account various things like EMP damage.

Tutorial Game
Uses default damage class, except for one unit that is "armored."

MechCommander: Legacy
Automatically assigns units to an armor class based on UnitDef tags and custom params.