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New ArmorTypes
#31
Verses already accepts floats. 75% is the same as 0.75 , only difference is that you can't use partial percentages, "1.5%" yields 1% (0.01, percentages must be integers) but "0.015" yields 0.015.

As for force fire, retal, passive, they are already broken due to 0.(0)1 being inexpressible precisely in FPU, and IMO it would make more sense to add new flag(s) instead of muddying the parser even more. [WH]Targeting.Retaliate=plate,flak,steel, [WH]Targeting.ForceFire=concrete or such...

Worth playing: 1 | 2 | 3
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Messages In This Thread
New ArmorTypes - by pd - 01.12.2007, 12:58:32
RE: Feature Discussion: New ArmorTypes - by Blade - 03.12.2007, 11:26:03
RE: Feature Discussion: New ArmorTypes - by pd - 03.12.2007, 16:30:03
RE: Feature Discussion: New ArmorTypes - by pd - 03.12.2007, 21:43:02
RE: New ArmorTypes - by DCoder - 15.10.2008, 21:19:25
RE: New ArmorTypes - by MRMIdAS - 15.10.2008, 23:47:31
RE: New ArmorTypes - by Marshall - 15.10.2008, 21:39:16
RE: New ArmorTypes - by Marshall - 15.10.2008, 23:51:35
RE: New ArmorTypes - by MRMIdAS - 16.10.2008, 02:30:34
RE: New ArmorTypes - by DCoder - 16.10.2008, 06:28:26
RE: New ArmorTypes - by Marshall - 16.10.2008, 09:51:39
RE: New ArmorTypes - by Chrisse - 16.10.2008, 11:09:39
RE: New ArmorTypes - by Bobingabout - 16.10.2008, 11:45:16
RE: New ArmorTypes - by Guest - 16.10.2008, 14:39:52
RE: New ArmorTypes - by DCoder - 16.10.2008, 14:44:30
RE: New ArmorTypes - by Bobingabout - 16.10.2008, 15:05:43
RE: New ArmorTypes - by DCoder - 16.10.2008, 16:42:17
RE: New ArmorTypes - by Bobingabout - 16.10.2008, 17:32:35
RE: New ArmorTypes - by Bobingabout - 20.10.2008, 10:38:31
RE: New ArmorTypes - by DCoder - 20.10.2008, 11:53:10
RE: New ArmorTypes - by Bobingabout - 20.10.2008, 16:23:05



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