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Working on my explosions and buffs

Posted: Mon Nov 03, 2008 1:44 am
by vampire_lord
Again with some questions that seem to be overlooked on the basic tutorials.

Right now I am adding some different kinds of grenades, fragmentation and stun, as you may know these grenades do less to no damage but have a knock out effect, that was the easy part, but sometimes if the unit is right above the grenade(proving them on myself), it doesn't push it, that's no good for a defensive grenade, if I am correct it has something to do with Inner and Outer radius, but which ones and how can I make the explosion to push no matter if the regular unit is above it?

The second question is related to buffs, I know how some of them work already, increase and decrease damage for example or life, but, are there any more like decreasing speed and so on? it would solve the Ion Cannon "slicing" effect so vehicles and possibly some big frigates would suffer from speed loss.

Thanks in advance, if additionally you can suggest how to make the SBD a proper officer class, please tell me.

Re: Working on my explosions and buffs

Posted: Mon Nov 03, 2008 2:29 am
by Sky_216
1)
RadiusInner - anything inside this radius takes full damage/shake/push.
RadiusOuter - damage/shake/push decreases linearly from inner to outer - from full to 0.
Put Damage/Shake/Push in front, obviously.

Add this line to always make people get pushed by a particular explosion
PushDeadOnly = 0


2) Buffs only effect infantry. And there is no buff for speed loss.

SBD - if you mean, how to make it take points to get it, then add this in its odf:
PointsToUnlock = '8' (or whatever, really)
Suggestions for making it a better unit -
-Give higher health (600+) and lower speed.
-Make the wrist blaster fire faster/do more damage.
-Give more wrist rockets.

Re: Working on my explosions and buffs

Posted: Mon Nov 10, 2008 9:31 pm
by vampire_lord
Thanks for the SBD, push dead was easy to figure out, the main problem was pushing someone who was standing on the explosive, I'll try those things then.


EDIT
I hate to bump and double post, but there seems to be a problem, this might be a hardcode problem but I want to make sure.

Using identical Radius for Outer and Inner seems to be the best option to keep the push almost constant, but the unit is never pushed if it happens to be walking over the explosion, that is, I throw the grenade and walk towards it, there is usually a 50% chance that I will take whatever damage it does but never get pushed, Fragmentation grenades would work just fine that way but Stun grenades rely on pushing to be worth using them, on sneaking attacks it's wonderful, but once a human finds out it has no use at all.

I hope someone can help me to fix that problem or tell me if it is hardcoded.

Re: Working on my explosions and buffs

Posted: Tue Nov 11, 2008 12:24 am
by Maveritchell
For starters I would suggest using a stronger push (or a pull, that's what I used for the "stunning" effects of sonic grenades or sonic mines in the KotOR sides).

Re: Working on my explosions and buffs

Posted: Tue Nov 11, 2008 1:55 am
by vampire_lord
I don't quite understand, push is noticeable enough and I think is accurate enough, my problem is, walking or jumping over the explosion seems to negate push or pull 50% of the time, that is, no matter if you walk over the center of the explosion, you might not get pushed at all, it seems to work only if you are a idle or walking around the middle of the whole explosion radius.

Re: Working on my explosions and buffs

Posted: Tue Nov 11, 2008 2:15 am
by Maveritchell
An explosion won't really hit someone with a push or a pull if they're in midair. Nothing to be done about that.

Re: Working on my explosions and buffs

Posted: Tue Nov 11, 2008 6:00 am
by vampire_lord
It actually works jumping over the explosion if the unit is in the 50% probability of push range, anyway, my problem is walking over it, almost no human would be jumping over the explosion but walking over it is more likely.