Author Topic: [WEAPONS] Make BlastRadius efficient for any DamageType  (Read 12337 times)

Offline Aldorn

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[WEAPONS] Make BlastRadius efficient for any DamageType
« 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

Offline Align

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #1 on: August 05, 2014, 08:51:20 pm »
What about the Small Launcher stun bomb, doesn't it do something like what you want?

Offline Aldorn

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #2 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...

Offline Solarius Scorch

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #3 on: August 05, 2014, 08:57:27 pm »
+1.

Offline Sturm

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #4 on: August 06, 2014, 02:47:28 am »
Externalized blast damage decrease modifier would also be very nice.

Offline Harald_Gray

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #5 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.

Offline Deskulpa

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #6 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

Offline Dioxine

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #7 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!).

Offline Solarius Scorch

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #8 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.)

Offline Falko

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #9 on: August 12, 2014, 12:41:09 am »
defaultvalue=1.0?

Offline Solarius Scorch

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #10 on: August 12, 2014, 12:41:53 am »
defaultvalue=1.0?

Yes, that's what I said. :)

Offline Yankes

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #11 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.

Offline Dioxine

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #12 on: August 12, 2014, 11:45:03 am »
Seems like a good solution to me.

Offline Aldorn

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #13 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 ::)

Offline Harald_Gray

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Re: [WEAPONS] Make BlastRadius efficient for any DamageType
« Reply #14 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.