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Activity: Weapon test
http://forums.datarealms.com/viewtopic.php?f=24&t=31869
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Author:  weegee [ Fri Oct 05, 2012 10:00 pm ]
Post subject:  Activity: Weapon test

This activity is designed to test weapons. Select "Controller" (player switched to it by default) and use WSAD to change spawn parameters. You can order dropships with weapons as usual, but you can also open Tactics.lua and add values to self.Weapons list. All HDFirearms from this list will be added to player actor's inventory when activity starts. You can add only "HDFirearm"-class items to this list.

Press 'SPACE' to ReloadAllScripts().

Press 'B' to toggle build mode.

Set self.EnemyWeapons = nil to equip targets with their faction-specific weapons.


Automating Faction Test:

If you want to automate your faction test, open Scripts/Tactics2.lua and edit options you need

Code:
------ USER SETTINGS ------------------------------
self.RestartEvery = 0 -- Restart activity every N rounds to restore terrain
self.Randomize = true -- Enable random faction selection for each round, if PrimaryFaction is set only 2nd faction will be random
self.BudgetBased = true -- Turn budget mode on/off.
self.PrimaryFaction = nil -- Set fixed primary faction to test
---------------------------------------------------


With vanilla factions, psyclones and bears I've made it run for 4.5 hours (650+ rounds) without any crashes.

This activity supports faction files from Unmapped Lands 2.

Image

Attachments:
WeaponTest_V105_B10.rte.zip [408.46 KiB]
Downloaded 736 times

Author:  Notsoscary [ Fri Nov 16, 2012 2:23 pm ]
Post subject:  Re: Activity: Weapon test

And not a single reply was given. Maybe because we already got a Firing Range :L
EDIT: Well, the "Dummies" got pistols which get destroyed when they die. When they want to come towards you, they simply learn How to Fly.

Author:  angelpanda [ Sun Dec 02, 2012 1:34 am ]
Post subject:  Re: Activity: Weapon test

The above comment made me laugh. But firing ranges are basically a blank map. But good work I like it.

Author:  weegee [ Sun Dec 02, 2012 3:44 pm ]
Post subject:  Re: Activity: Weapon test

Updated. You can spawn crafts and call ReloadAllScripts by pressing the space button. Also supports fresh UL2 faction file features.

Author:  Notsoscary [ Sun Dec 02, 2012 8:49 pm ]
Post subject:  Re: Activity: Weapon test

weegee, is there any possibility to add your Dummy Behemoth for shooting? I dont get any Tanks/Mechs/Dinner to test Rocket Launchers at.

Author:  weegee [ Mon Dec 03, 2012 8:51 am ]
Post subject:  Re: Activity: Weapon test

You can just edit existing or add your own faction file which will contain only behemoth instead of ordinary troops.

Author:  weegee [ Sat Dec 22, 2012 10:17 pm ]
Post subject:  Re: Activity: Weapon test

Updated. Supports fresh UL2 faction file enhancements. Can load faction files from Cortex Command/Factions2 folder. You can stack targets to test explosive weapons. You can spawn armored units.

Author:  weegee [ Tue Jan 01, 2013 4:02 pm ]
Post subject:  Re: Activity: Weapon test

Updated. Factions2-specific error fixed. Press 'B' to toggle build mode. Set self.EnemyWeapons = nil to equip targets with faction specific weapons.

Author:  p3lb0x [ Tue Jan 01, 2013 4:26 pm ]
Post subject:  Re: Activity: Weapon test

I've been using this map a lot. Maybe I should show some actual affection for it eh? NICE JOB WEEGEE, YO DA BOSS DAWHG

Author:  weegee [ Tue Jan 01, 2013 5:55 pm ]
Post subject:  Re: Activity: Weapon test

Thanks p3lbox. I've seen that you credited it in Brolands though, so we were already even )))

Author:  weegee [ Thu Aug 22, 2013 10:58 pm ]
Post subject:  Re: Activity: Weapon test

Added stats-collecting activity, more info here

Author:  weegee [ Sat Dec 14, 2013 1:30 pm ]
Post subject:  Re: Activity: Weapon test

Added Dummy mode. In this mode activity spawns a special ronin-based dummy actors and calculates damage taken by them. It shows total damage made by weapon, damage per second and max damage per second. Dummy actors don't bleed, so the numbers you get are purely synthetic, but at least you can roughly compare some automatic guns. This thing does not work well with mostly impulse-based weapons such as some explosives, and will show ridiculous numbers if you rip dummies apart. You can enable dummy mode via the controller in Weapon Test activity or enable it by default if you set self.DummyMode = true.

In Faction Test activity you can now specify a list of factions against which you wish to run automated tests and specify a single faction to use as a primary faction if you want to test your faction against all vanilla factions. To do this you'll need to slightly edit Tactics2.lua's USER SETTINGS section, but everything is simple.

Author:  Xery [ Sun Feb 19, 2017 12:11 pm ]
Post subject:  Re: Activity: Weapon test

I tried this on B32 and it failed. Can someone fix it?

Author:  HuskyD [ Tue Feb 28, 2017 1:28 am ]
Post subject:  Re: Activity: Weapon test

If you PM him nicely, maybe he'll wake up. Try it.

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