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Attaching burning effect to thermal detonator

Posted: Sat May 30, 2009 8:03 pm
by YaNkFaN
does anyone know if it's possible to attach the burning flamethrower effect to the thermal detonator explosion I looked at both .odfs and was not really sure what to do

Re: attaching burning effect to thermal detonator

Posted: Sat May 30, 2009 8:33 pm
by KnightsFan

Code: Select all

Effect 				= "com_sfx_inf_damage_fire"
Effect 				= "com_sfx_inf_damage_smoke"
Put that in com_weap_inf_thermaldetonator_exp and it burns. It's a little small and it doesn't stop, but it does burn...

Re: attaching burning effect to thermal detonator

Posted: Sat May 30, 2009 9:11 pm
by Fiodis
You mean make units appear to catch on fire, without any actual buring damage done? You'd have to edit the grenade's exp.odf and change the impact effect, maybe.

Re: attaching burning effect to thermal detonator

Posted: Sat May 30, 2009 9:34 pm
by YaNkFaN
i want like the explosion to cause a burn to people who are around when the nade goes off and then slowly remove their health is there a way to limit the the time that they burn for or is it until they die?

Re: attaching burning effect to thermal detonator

Posted: Sat May 30, 2009 9:47 pm
by bobfinkl
Add this to your weapons ord odf to get it to do lasting fire damage:

Code: Select all

PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "50.0"

SmolderEffectTimer = "5.0"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"

SmolderVanishDeath = "0"

Re: attaching burning effect to thermal detonator

Posted: Sun May 31, 2009 3:01 pm
by trainmaster611
YaNkFaN wrote:i want like the explosion to cause a burn to people who are around when the nade goes off and then slowly remove their health is there a way to limit the the time that they burn for or is it until they die?
What you're looking for is the holy grail of odfs: explosions causing ordnances. I believe Mav has a tutorial somewhere on how to do that (he made a poison grenade). It's something along the lines of making an orbital strike set to a height of 0 and then making the ordnance whatever you want it (in mav's case, a poison buff). Just tweak it to suit your needs.

What bobfinkl posted will get you the 'unit on fire' effect but it doesn't actually do damage.

Re: Attaching burning effect to thermal detonator

Posted: Sun May 31, 2009 5:40 pm
by Sky_216
Made a firebomb already (based on Mav's poison nade). Want it?

Re: Attaching burning effect to thermal detonator

Posted: Mon Jun 01, 2009 8:51 am
by YaNkFaN
yes please