Author Topic: [Answered] (OXCE) SmokeThreshold: not preventing smoke from appearing?  (Read 2902 times)

Offline The Martian

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When the weapon's projectile explodes it still produces smoke from the explosion even though I've set SmokeThreshold: to the high value of 99999.

Am I misunderstanding how SmokeThreshold: operates?

Does it not increase the tier of smoke on the struck tile by the number of times the weapon's impact power can be divided into the SmokeThreshold: value?


SmokeThreshold:    How much damage is needed to create smoke on a tile.

Here is the code I'm working with:
Code: [Select]
  - type: STR_MA_EXAMPLE_WEAPON
    requires:
      - STR_ADVANCED_LASER_WEAPONS
    size: 0.3
    costSell: 61000
    weight: 1
    bigSprite: 602
    floorSprite: 631
    handSprite: 2464
    bulletSprite: 1
    fireSound: 123
    hitSound: 0
    hitAnimation: 0
    power: 10 # Was 75
    damageType: 3
    damageAlter:
      ToHealth: 0.1
      ToWound: 0.1
      RandomWound: false
      ToStun: 0.0
      ToTile: 0.05
      SmokeThreshold: 99999
      FixRadius: 3
    damageBonus:
      flatHundred: 1.0
    accuracyAimed: 84
    tuAimed: 44
    accuracyMultiplier:
      firing: 0.0
      throwing: 1.0
    clipSize: -1
    battleType: 1
    twoHanded: false
    invWidth: 1
    invHeight: 1
    attraction: 9
    arcingShot: true
    confAimed:
      shots: 1
      name: STR_MA_EXAMPLE_SHOT_NAME
      ammoSlot: 0
      arcing: true
« Last Edit: February 11, 2023, 07:35:16 pm by Meridian »

Online Yankes

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Re: (OXCE) SmokeThreshold: not preventing smoke from appearing?
« Reply #1 on: November 08, 2019, 11:12:36 pm »
Looking on code I see that smoke can be generated when tile part is destroyed too. and it independent from "smokeable" of weapon.

Offline The Martian

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Re: (OXCE) SmokeThreshold: not preventing smoke from appearing?
« Reply #2 on: November 23, 2019, 06:57:34 am »
Looking on code I see that smoke can be generated when tile part is destroyed too. and it independent from "smokeable" of weapon.
Thank you that makes a lot of sense.

If a destroyed object also generates smoke then when an explosion occurs the smoke effects will be dynamically greater on a tile slot where a haybale was also destroyed versus one where only the dirt ground was damaged.

The complexity of
X-Com continues to impress me.