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Author Topic: [WEAPONS] Make BlastRadius efficient for any DamageType  (Read 14237 times)

Offline Dioxine

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #15 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.

Offline moriarty

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #16 on: August 12, 2014, 10:15:14 pm »
Hmmm... btw, are there negative resistance modifiers?

Offline Dioxine

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #17 on: August 13, 2014, 08:39:27 am »
Sure, just increase "resistance" (or more precisely, damage modifier) over 1.0.

Offline moriarty

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #18 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

Offline Arthanor

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #19 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! ;)

Online Yankes

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #20 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.

Offline RSSwizard

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #21 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)

Online Yankes

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #22 on: August 25, 2014, 01:08:08 am »
BlastRadius set max range of blast.

Offline Dioxine

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #23 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) :)

Online Yankes

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #24 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.

Offline Sturm

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #25 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.

Offline RSSwizard

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #26 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 . . .

Offline Solarius Scorch

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #27 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.