aliens

Author Topic: tying to make a new mod have a few questions about damageType  (Read 3742 times)

Offline kikimoristan

  • Commander
  • *****
  • Posts: 647
    • View Profile
tying to make a new mod have a few questions about damageType
« on: February 10, 2015, 02:56:18 pm »
I wanna make a new damagetype  which is Sonic.

Now I know 0 NONE damagetype is never used in the game . Will weapons will work with NONE damage type ?. It shows as Unknown damage in UFOPAEDIA but I found if i change STR_UNKNOWN: "Sonic" will show as Sonic.  Is STR_UNKNOWN used anywhere else?

Also I noticed I can make damageType any number for example damageType: 20 and will work but would it work? I cannot set individual armor defense for against this type of damage but that's okay I don't care about Sonic protection as there should be none.

Another option I have is change Acid to 0 NONE adjust all armors in the game and replace Acid with Sonic. This is because there are no Acid weapons in the game (save for 1 mod that uses acid).  Would this work?

Any thoughts or suggestions?

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: tying to make a new mod have a few questions about damageType
« Reply #1 on: February 10, 2015, 05:36:08 pm »
<snip> This is because there are no Acid weapons in the game (save for 1 mod that uses acid).

Ermm.. .Celatid spit isn't acid?

Edit:
Code: [Select]
- type: CELATID_WEAPON
<snip>
    damageType: 8

Which is acid
« Last Edit: February 10, 2015, 05:42:01 pm by ivandogovich »

Offline BlackLibrary

  • Colonel
  • ****
  • Posts: 133
    • View Profile
Re: tying to make a new mod have a few questions about damageType
« Reply #2 on: February 10, 2015, 05:39:14 pm »
Me thinks you are doing this backwards.
1.   You want to create a weapon that does no damage? Or
2.  Do you want to introduce a new damage type "Sonic"?

Offline kikimoristan

  • Commander
  • *****
  • Posts: 647
    • View Profile
Re: tying to make a new mod have a few questions about damageType
« Reply #3 on: February 11, 2015, 01:46:59 am »
Hey guys sorry I think I didn't explain myself right.

Ermm.. .Celatid spit isn't acid?

Edit:
Code: [Select]
- type: CELATID_WEAPON
<snip>
    damageType: 8

Which is acid

Haha Yes . I meant there are no acid damage weapons in the game that Xcom can use. But acid is deadly to everyone 160% damage mostly to all troops so I have to change a lot of armors to damage type 0. Is easier if i make my weapon damage type 0.



BlackLibrary #2 is what I want: created another  weapon damage type called "Sonic " damage

For that I can either move all Acid to 0 NONE and use Acid as Sonic
Or I can use 0 NONE for Sonic but will be displayed as Unkown in UFOPAEDIA . Damage type NONE works.
« Last Edit: February 11, 2015, 02:41:57 am by tollworkout »