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  1. #1

    Default kv_rules tables

    anyone here can explain all kv_rules tables key?

    or maybe someone now what these key mean ?

    bracing_calibration_ranks

    bracing_calibration_ranks_multiplier

    bracing_immovable_by_small_entity_mass

    bracing_max_multiplier_clamp

    break_off_ignore_collision_time

    break_off_speed_and_direction_checks


    thanks

    my reason: if i use 2x unit size,if i drag(hold left mouse) my unit with with long rectangle with few rank and get attacked from the side or drag it with long rectangle with many rank and get attacked from the front, many of the men just stay idle(passive watching their friend get killed) for a some time (after a while they moving but its already too late because enemy already kill you around 70-100 people)



    this not happen if i use 1x unit size and maybe the cause is in the kv rules thats why i want to know it, already do some test but no result (all test with FA is turn off)

    please help me explain those key

    thanks
    Last edited by MasterGood; December 16, 2014 at 11:44 AM.
    My Youtube Channel https://goo.gl/LVoY5I

  2. #2

    Default Re: kv_rules tables

    no one know?? please need help ,,,
    My Youtube Channel https://goo.gl/LVoY5I

  3. #3

    Default Re: kv_rules tables

    Quote Originally Posted by MasterGood View Post
    or maybe someone now what these key mean ?

    bracing_calibration_ranks

    bracing_calibration_ranks_multiplier

    bracing_immovable_by_small_entity_mass

    bracing_max_multiplier_clamp

    break_off_ignore_collision_time

    break_off_speed_and_direction_checks
    Okay, so, from what I've gathered through experimentation

    bracing_calibration_ranks This is how many men deep the unit has to be to *start* receiving the bracing bonus.

    bracing_calibration_ranks_multiplier This is by how much each additional column of men will multiply the bracing factor.

    bracing_immovable_by_small_entity_mass This is the mass (found in battle entities) of a unit that a braced unit will ignore, for instance, if a horse's mass is 400, and the bracing_immovable_by_small_entity_mass is set to 400, then the horse with a mass of 400, will do very little to the unit when braced.

    bracing_max_multiplier_clamp This is what the MAXIMUM bracing multiplier your braced unit can have, so it cannot stop elephants just by having 200 deep columns.

    break_off_ignore_collision_time This refers to units that are routing, or horses that are attempting to retreat from engagements, it means that during this time, a unit will phase through another, to avoid being caught.

    break_off_speed_and_direction_checks I'm not positive what this one is, but I assume it has to do with escaping entanglement from another unit when routing.

    Hope that helps.

  4. #4

    Default Re: kv_rules tables

    Quote Originally Posted by TheMightyAltroll View Post
    Okay, so, from what I've gathered through experimentation

    bracing_calibration_ranks This is how many men deep the unit has to be to *start* receiving the bracing bonus.

    bracing_calibration_ranks_multiplier This is by how much each additional column of men will multiply the bracing factor.

    bracing_immovable_by_small_entity_mass This is the mass (found in battle entities) of a unit that a braced unit will ignore, for instance, if a horse's mass is 400, and the bracing_immovable_by_small_entity_mass is set to 400, then the horse with a mass of 400, will do very little to the unit when braced.

    bracing_max_multiplier_clamp This is what the MAXIMUM bracing multiplier your braced unit can have, so it cannot stop elephants just by having 200 deep columns.

    break_off_ignore_collision_time This refers to units that are routing, or horses that are attempting to retreat from engagements, it means that during this time, a unit will phase through another, to avoid being caught.

    break_off_speed_and_direction_checks I'm not positive what this one is, but I assume it has to do with escaping entanglement from another unit when routing.

    Hope that helps.
    can you explain all the key in the kv_rules tables? as many as you can? like Xhold_ knockback etc etc?
    My Youtube Channel https://goo.gl/LVoY5I

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