OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Aldorn on August 04, 2014, 10:11:16 pm

Title: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Aldorn on August 04, 2014, 10:11:16 pm
I made some test and it seems that adding a BlastRadius > 0 to an ammunition of DamageType different from 3 (also High Explosive) does not make any damage.
However, this would be nice to make grenades, rockets, ... of acid/laser/plasma even AP
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Align on August 05, 2014, 08:51:20 pm
What about the Small Launcher stun bomb, doesn't it do something like what you want?
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Aldorn on August 05, 2014, 08:53:43 pm
Right !
But I made test with Acid or Laser and it does nothing...
Will try again but perhaps is there a restriction on blast damage only for HE and STUN...
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Solarius Scorch on August 05, 2014, 08:57:27 pm
+1.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Sturm on August 06, 2014, 02:47:28 am
Externalized blast damage decrease modifier would also be very nice.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Harald_Gray on August 06, 2014, 09:58:08 pm
+1

I've already tried this and the only damage types that work are HE, smoke, stun and incendiary. Made my plans for Plasma Rockets and Acid Bombs kind of useless.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Deskulpa on August 08, 2014, 12:29:53 am
I vote for the title "Creative Savant" of the month to Aldorn.
Just kidding.

But new damagetype for blastradius will open the door for more crazy and good weapons.

+1
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Dioxine on August 11, 2014, 10:43:24 pm
+1. That's an old problem. Let's hope the ability to create custom damage types will also appear soon (acidic mist! white phosphorous!).
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Solarius Scorch on August 11, 2014, 11:42:32 pm
I'd love new damage types, though it'd be rather troublesome to add, considering every armour in the game (including all aliens) have all resistances listed. So if you add, say, electric damage, you will have to add it to all armours too. And what would happen if you're also using a separate mod which doesn't have this change? (I guess the game should assume 1.0 modifier.)
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Falko on August 12, 2014, 12:41:09 am
defaultvalue=1.0?
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Solarius Scorch on August 12, 2014, 12:41:53 am
defaultvalue=1.0?

Yes, that's what I said. :)
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Yankes on August 12, 2014, 02:11:49 am
One way to solve multiple dmg type is use names:
Code: [Select]
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.2
      - 1.6
      - 1.0
    damageModifierCustom:
      SOME_CUSTOM_NAME: 1.0
      ECLECTIC: 0.5
      NONE_EXISTING_DMG: 999999.0
If name isnt define its ignored, if armor dont have that dmg type defined, default value is used.

Mod load order should be irreverent, you could load first mod with armor and then mod with dmg type.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Dioxine on August 12, 2014, 11:45:03 am
Seems like a good solution to me.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Aldorn on August 12, 2014, 01:25:06 pm
It would be nice if it could be a good solution from dev team point of view ::)
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Harald_Gray on August 12, 2014, 07:15:00 pm
From a player's/modder's point of view, a great solution would be to have all existing damage types working as blasts as soon as one of the devs can find the time and will to code this in, and then we can argue about whether /how to implement other damage types  ;D

I'm not a coder myself, but I'd guess that rewriting a function used for HE blasts to use both damage power and damage type will be way easier than adding a whole new infrastructure for dealing with custom damage types. And I would like to be able to use six more damage types now and maybe more in the future, versus just maybe any number of damage types who knows when.

Plus limiting ourselves to ten basic damage types might limit redundancies, conflicts and other problems between various mods. Give us time to test what works with ten damage types before we all start coming up with twenty or more.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Dioxine on August 12, 2014, 09:50:47 pm
Blast AND lingering smoke effect; that way poison gas can be approximated as a lingering cloud of acid damage etc. Indeed it seems like a reasonably easy yet potent solution.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: moriarty on August 12, 2014, 10:15:14 pm
Hmmm... btw, are there negative resistance modifiers?
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Dioxine on August 13, 2014, 08:39:27 am
Sure, just increase "resistance" (or more precisely, damage modifier) over 1.0.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: moriarty on August 18, 2014, 12:02:27 pm
so if we ever get more damage types, we can make demonic armour that is susceptible to righteous weapons? sweet :D
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Arthanor on August 19, 2014, 06:58:16 am
XCom: The Last Judgement.
A new twist on XCom: Apocalypse

Coming to you as soon as new damage types are in OpenXCom! ;)
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Yankes on August 20, 2014, 07:20:12 pm
I start working on experimental branch that will relax dmg types. Maybe in next week I will have some results.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: RSSwizard on August 25, 2014, 12:54:05 am
How DOES the BlastRadius modifier work anyway?
Ive been looking at the rulesets and they have custom defined sizes like blastRadius: 5 for Alien grenades and blastRadius: 10 for Blaster Launchers . . .

Does that mean that it Truncates any explosion size beyond 5 or 10 squares from ground zero . . . or is it actively modulating the amount of damage that decreases with each square?

(as in a Blaster does 200 damage, normally its -10 damage per square so if you got blastRadius: 10 it inherently suggests that since it would normally have a radius of 20 squares and you're throttling it to 10 . . . it must multiply the amount of damage that is reduced by 20/10 = -20 per square)
^ ^ ^ Is that the way it works?



In other news . . . making any weapon explode regardless of its damage type would be as easy as segregating the Explosion Formula from the various radiant damage types . . . and just giving any weapon that might cause an explosion a blastRadius: . . . . which in effect "turns on" the explosion function for that weapon.

That way you can also have weapons that cause Explosive damage without causing an area of effect (like those .75 cal Bolters from Warhammer 40000 . . . it blows up inside you so there's no blast radius, but it still does explosive damage too)

The next step after that would be adding a Subheading for blastRadius: which defined which type of Explosion Sprite it uses for generating the explosion fireball. But that's later on down the line.
(then you can make your very own green colored fireballs for your plasma grenades just like on Game Of Thrones)
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Yankes on August 25, 2014, 01:08:08 am
BlastRadius set max range of blast.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Dioxine on August 25, 2014, 11:02:13 am
RSSWizard: Bolters do not (normally) use Krak (implosive) munitions. And even if they were, an implosion is always followed by an explosion (even if a comparatively weak one) :)
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Yankes on August 27, 2014, 07:31:41 pm
https://github.com/Yankes/OpenXcom/tree/UnifiedDamageTypes
My branch is near ready for merging with master repository. Numbers of damage types dont changed but all weapon can behave different.
You could create "party" grenade that  heal your solders and put them on fire. Great party starter :)
Fire can do damage like any other weapon type.
You can change how much armor is effective.

I need do some final test I will be ready for pull request.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Sturm on August 30, 2014, 03:21:42 am
How DOES the BlastRadius modifier work anyway?
Ive been looking at the rulesets and they have custom defined sizes like blastRadius: 5 for Alien grenades and blastRadius: 10 for Blaster Launchers . . .

Does that mean that it Truncates any explosion size beyond 5 or 10 squares from ground zero . . . or is it actively modulating the amount of damage that decreases with each square?

(as in a Blaster does 200 damage, normally its -10 damage per square so if you got blastRadius: 10 it inherently suggests that since it would normally have a radius of 20 squares and you're throttling it to 10 . . . it must multiply the amount of damage that is reduced by 20/10 = -20 per square)
^ ^ ^ Is that the way it works?
It doesn't multiply the amount of damage reduced. It just cuts off the damage area. So, for example a blaster bomb hit will still deliver about 100 damage on the edge of explosion.
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: RSSwizard on August 30, 2014, 06:00:59 am
Quote
It just cuts off the damage area.

Well that sucks.
What if i want to make a Hand Grenade do 50 damage out to Blast Radius 10 or 15?
Geez.
Some Forethought needed there . . .
Title: Re: [WEAPONS] Make BlastRadius efficient for any DamageType
Post by: Solarius Scorch on August 30, 2014, 05:57:33 pm
Well that sucks.
What if i want to make a Hand Grenade do 50 damage out to Blast Radius 10 or 15?
Geez.
Some Forethought needed there . . .

What do you mean, "Forethought"? This is how it worked in the vanilla X-Com. Openxcom is a remake of the original game. If you don't like it, go to Gollop.

Of course we can (and we do) ask nicely about adding something extra (especially if the one asking has written the code themselves), but ranting at the devs for not doing what they intended will not help the case, and is downright moronic.