Flags etc. in property edit tool

  • amos
    20th Jun 2013 Member 0 Permalink

    The property edit tool has lots of variables you can edit. Is there a page which tells you what each ones does. I am confused by things like tmp and flags.

  • xetalim
    20th Jun 2013 Member 0 Permalink

    @amos (View Post)

     well

    it's hard to explain

    life in PHOT is how long it takes before the PHOT dissapears

    but life in SPRK is how long it takes before the SPRK changes into its CTYPE

     

    so uh

    i want you to ask for a certain element

    i'll say what the variables do.

  • boxmein
    20th Jun 2013 Former Staff 3 Permalink
    @amos (View Post)
    The variables are so vaguely named precisely because every element uses them differently.

    Life is a generic variable for stuff like "how long this energy particle lives" or "how long until this fire turns to smoke" or "how long until this VIBR explodes", because with a simple PROP_LIFE_DEC in the Properties, it can be made to automatically count down every frame. Powered elements also have a life of 10 (that doesn't tick down) to say that they're on, and when it goes to 9, it'll automatically tick down to 0 (that's why stuff like LCRY fade to their powered-off state)

    tmp/tmp2 vary by element. EXOT keeps its colors in one of the two. VIBR keeps "how charged it is" in tmp. Other elements might do different things.

    flags is a special variable that nobody really wants to use, because it doesn't get saved along with a save and that's why it causes weird behaviour.

    dcolour is the colour that has been painted upon it with the deco tool.

    ctype is like an "underlying element" that tells CLNE what to clone, SPRK what metal it came from, CRAY what to fire, ...
  • greymatter
    20th Jun 2013 Member 0 Permalink
    @amos (View Post)
    It is several values that cause different effects in different elements. Some values, like flag are obscure and are hardly used, while some like temp are very frequently used.


    I'll explain the ones you will be probably needing.


    Life:The "life" of an element. Certain elements disappear when their life hits 0. Some element's life is static and some elements life keeps counting up/down.

    Some Uses: Increasing the life of BCLN,PBCN,PHOT,ELEC and NEUT will make them last longer. Increasing the life of DEUT wil make it expand, allowing the making compressed Deutirium, which widely used in bombs. Setting the life of VIBR to a small number, will result in a quick explosion.

    Temp:The temperature of an element. This is pretty much self-explanatory.Note that the temperature displayed in-game is in celsius, but the values we enter in the console and the PROP tool for temp are in kelvin.(Kelvin=Celsius + 273.15)

    Some Uses:WIFI,PRTI & PRTO, transfer spark/materials to their own "channels". Every 100 degrees is one channel. So a WIFI with temp 101 will conduct to a WIFI with temp 199, but not to any wifi with temp <100 and >200. temp of ARAY determines the heat of the BRAY shot by ARAY.

    tmp and tmp2: They are special properties that have a wide rage of effects.

    Some Uses: FRME with tmp=1 can only push, not pull. MERC with high tmp will expand. VIBR starts counting down for explosion once it's tmp reaches 1000.
  • Videogamer555
    14th Nov 2013 Member 2 Permalink
    Please tell me one use for the "flags" variable. I'm just curious. Please, devs of TPT, tell me how one of the elements that uses it, actually uses it, and also tmp2
    Edited once by Videogamer555. Last: 14th Nov 2013
  • Schneumer
    14th Nov 2013 Member 0 Permalink

    tmp2 is weird, for exot a high amount will turn it into super heated warp, and to get superheated warp, you can aslo set the tmp2 of it high. Also, now the color of qrtz is dependent on tmp2, lower = draker and higher= lighter

  • Videogamer555
    15th Nov 2013 Member 1 Permalink
    How do flags work? There's ABSOLUTELY NO SPECS on which elements use "flags" variable.
  • Simon
    15th Nov 2013 Administrator 1 Permalink
    Flags is used internally by the simulation for handling movement, only PIPE is the only element that actually uses it itself, it's not saved.
    FLAG_STAGNANT is used to mark liquids and powers that they don't need their movement simulated so frequently.
    FLAG_SKIPMOVE is used to prevent gaps in solid beams of photons coming out PCLN, etc, it instructs the movement code to ignore this particle for one frame.
    FLAG_WATEREQUAL is used by fluid equalisation

    PIPE/PPIP uses PFLAG_NORMALSPEED with similar functionality to FLAG_SKIPMOVE for its own movement code.
    Edited 2 times by Simon. Last: 15th Nov 2013
  • CatAnimation
    16th Nov 2013 Banned 0 Permalink
    This post is hidden because the user is banned