Author Topic: [Suggestion] Dynamic Map Hazards / Custom Smoke  (Read 1111 times)

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 484
    • View Profile
[Suggestion] Dynamic Map Hazards / Custom Smoke
« on: January 29, 2023, 10:26:05 pm »
Basically the ability to create custom hazard entities like toxic smoke clouds, areas of corruption, radiation, etc...

Some parameters it might have:

Duration: int or {int, int} (Duration in turns, fixed or variable within a range)
Sprite: int
Area of Effect: int (Radius of the effect)
Lighting: int (The level of lighting produced.)
Visibility Impact Fixed: int Increases/reduces visibility by this amount.
Visibility Impact Percentage: int  Increases/reduces visibility by this amount.
Triggers on Entry? int (whether its affects apply to entities whenever they enter an effected tile)
Triggers at Turn End? int (whether its affects apply to entities whenever they remain on an effected tile at the end of the turn)
Dissipates? int (Whether it dissipates gradually as smoke does over the Duration)
Power: int
damageType: int
damageAlter:
Tags:
« Last Edit: February 14, 2023, 09:08:51 am by Meridian »

Offline Nord

  • Commander
  • *****
  • Posts: 1625
  • The Gate is open.
    • View Profile

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 484
    • View Profile
Re: [Suggestion] Dynamic Map Hazards
« Reply #2 on: February 04, 2023, 06:40:14 am »
https://openxcom.org/forum/index.php/topic,7671.0.html

This is not what I'm talking about; I'm talking about hazards, whether temporary or permanent that a weapon can dynamically create.

Offline Yankes

  • Commander
  • *****
  • Posts: 3194
    • View Profile
Re: [Suggestion] Dynamic Map Hazards
« Reply #3 on: February 04, 2023, 05:58:35 pm »
this is effective custom smoke types, and is hard to make as we need place in save file to store this data but now there is none for it.