Author Topic: [WIP][EQUIPMENT][UFO] Demolition Charge  (Read 2346 times)

Offline dbarizo

  • Sergeant
  • **
  • Posts: 11
    • View Profile
[WIP][EQUIPMENT][UFO] Demolition Charge
« on: October 31, 2023, 05:26:42 am »
Hello all,
After trying the option to increase the High Explosive blast to 200, I thought that leaving it as it is, and having a new "tool" that can blast through a UFO's wall would be a good idea.
So I've been working on a "Demolition charge". It has a blast power of 200, but the damage radius is just 4, as it is supposed to have a somewhat directed charge, and heavier casing. It is also heavier overall and harder - takes longer - to throw.
This is in part to make it less useful as a "heavy grenade", a role that the classic "High Explosive" can still fulfill with the original 110 blast rating.
I was looking around to see if there was already a similar weapon, but I couldn't find one.
Any thoughts or feedback?


http://yaccs.info/SELFDRIVE/uploads/Demolition%20charge.mkv


Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [WIP][EQUIPMENT][UFO] Demolition Charge
« Reply #1 on: October 31, 2023, 11:45:20 am »
There is this old mod but unsure whether or not it needs to be updated.

Offline dbarizo

  • Sergeant
  • **
  • Posts: 11
    • View Profile
Re: [WIP][EQUIPMENT][UFO] Demolition Charge
« Reply #2 on: November 03, 2023, 04:38:48 am »
Thanks!
That one works a bit like the "Plasma Breacher" , in the sense that both are "guns" with a range of 1.
I think that this demolition charge is different enough, and something that if I were an X-Com soldier would prefer to use.
I mean, "Leave it in the floor, run, and count to 3", instead of "Stand by the wall and open a hole while standing there" ;D

Offline dbarizo

  • Sergeant
  • **
  • Posts: 11
    • View Profile
Re: [WIP][EQUIPMENT][UFO] Demolition Charge
« Reply #3 on: November 04, 2023, 10:31:34 pm »
I've been trying to adjust the damage created by the explosion, so that most of the times it will breach 1 wall tile, and occasionally, another 2 wall tiles on the side.
For that, I've been trying variations of this:
Code: [Select]
    power: 150 #Base power
    damageType:  3#Set High-explosive
    damageAlter:
      RandomType: 2 #hardcoded 50-150% spread, not really relevant to damage to UFO Wall
      FixRadius: 3 #Max explosion radius
      ToTile: 1.3 #Tiles get 130% of the base power, 195
      RandomTile: true #enables randomizing damage taken by the tile
      TileDamageMethod: 2 #Damage will be ((power x RandomTile) * ToTile), or 150 x random x 1.3, or: 195 x random
      RadiusReduction: 65 #Base Power of the explosion will be reduced by 65 for each tile away from the center.
With this, I expect that the tile at the explosion center will take:
150 x 1.3 x random => From 0 to 195, if random goes from 0 to 100%
or
150 x 1.3 x random => From 97.5 to 292.5, if random goes from 50 to 150%

Then, the next tile would take:
150 x 1.3 x random - 65 => From -65 to 130, if random goes from 0 to 100%
or
150 x 1.3 x random - 65 => From 32.5 to 227.5, if random goes from 50 to 150%

Then, in most cases, the UFO wall in the center tile should be destroyed (Takes 100+ damage), and in some cases, so would the adjacent walls.
But, when I test it, I'm always having 3 wall tiles destroyed.
By playing with the numbers, and even the type of damage, I can get always 1 wall tile destroyed
But never any kind of randomness. What am I missing here?

Any help is much appreciated.
« Last Edit: November 04, 2023, 10:33:22 pm by dbarizo »