OpenXcom Forum

Modding => OpenXcom Extended => OXCE Support => Topic started by: The Martian on November 04, 2019, 12:43:03 pm

Title: [Answered] (OXCE) SmokeThreshold: not preventing smoke from appearing?
Post by: The Martian on November 04, 2019, 12:43:03 pm
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:
Code: [Select]
  - 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
Title: Re: (OXCE) SmokeThreshold: not preventing smoke from appearing?
Post by: Yankes on November 08, 2019, 11:12:36 pm
Looking on code I see that smoke can be generated when tile part is destroyed too. and it independent from "smokeable" of weapon.
Title: Re: (OXCE) SmokeThreshold: not preventing smoke from appearing?
Post by: The Martian on November 23, 2019, 06:57:34 am
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.