OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Support => Topic started by: The Martian on November 04, 2019, 12:43:03 pm
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When the weapon's projectile explodes it still produces smoke from the explosion even though I've set SmokeThreshold: to the high value of 99999.
Am I misunderstanding how SmokeThreshold: operates?
Does it not increase the tier of smoke on the struck tile by the number of times the weapon's impact power can be divided into the SmokeThreshold: value?
SmokeThreshold: How much damage is needed to create smoke on a tile.
Here is the code I'm working with:
- type: STR_MA_EXAMPLE_WEAPON
requires:
- STR_ADVANCED_LASER_WEAPONS
size: 0.3
costSell: 61000
weight: 1
bigSprite: 602
floorSprite: 631
handSprite: 2464
bulletSprite: 1
fireSound: 123
hitSound: 0
hitAnimation: 0
power: 10 # Was 75
damageType: 3
damageAlter:
ToHealth: 0.1
ToWound: 0.1
RandomWound: false
ToStun: 0.0
ToTile: 0.05
SmokeThreshold: 99999
FixRadius: 3
damageBonus:
flatHundred: 1.0
accuracyAimed: 84
tuAimed: 44
accuracyMultiplier:
firing: 0.0
throwing: 1.0
clipSize: -1
battleType: 1
twoHanded: false
invWidth: 1
invHeight: 1
attraction: 9
arcingShot: true
confAimed:
shots: 1
name: STR_MA_EXAMPLE_SHOT_NAME
ammoSlot: 0
arcing: true
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Looking on code I see that smoke can be generated when tile part is destroyed too. and it independent from "smokeable" of weapon.
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Looking on code I see that smoke can be generated when tile part is destroyed too. and it independent from "smokeable" of weapon.
Thank you that makes a lot of sense.
If a destroyed object also generates smoke then when an explosion occurs the smoke effects will be dynamically greater on a tile slot where a haybale was also destroyed versus one where only the dirt ground was damaged.
The complexity of X-Com continues to impress me.