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Chemical-Stun-EMP damage questions...


drages

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Hi ppl of earths final defence..

I wanted to check the "chemical" type damage to use it at my new weapon mod..

I checked the weapon_gc and saw there is only smoke and stun grenade..

so i can understand that this game doesnt have any chemical weapon using weapon..

<Ammo name="ammo.none" damage="0" stunDamage="5" mitigation="0"> this is from stun grenade.. so its chemical but no chemical damage.. just 5 stun damage.. then i am asking.. if its zero, why its chemical? why is there a chemical damage type? can i use it at normal weapon bullets? Why did u not use nerve or toxid gas?

And its only 5 stun damage but it gives 20-30 damage at game.. so how is it calculating? Hmm i checked the gas_cl and i think its the real damage..

Is the stun point of a enemy or human, is same with the HP or its 100?

Can i assign different dead animation (for example green body explosion, or melt down for my chemicals)?

Is EMP only for androns and drones? I couldnt find the EMP damage code at weapon_GL..

where can i find "fire" damage, when u pass fire.. should i create a gas to make a special tile damage like "fire"?

For example a soldier in a stun gas, and next turn when u move it, it steps and takes stun damage, but he continiue to walk without harm after that.. so what can i do to add same gas dmg after he steps at every gas tile..?

Thx!!!

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1) If you check gas_gc you'll see the chemical damage type is typically assigned to the gas damage that a grenade can cause. A good example of this is weapon.grenade.toxin (in weapon_gc) which does kinetic damage on explosion, but then does gas damage if someone steps into toxin coloured smoke.

2) The chemical damage type was going to be used more extensively than it ended up. Notice that with the first 3 armour types none of them have chemical protection, whereas the last two armour types do. This was just something that was cut from the game. It happens.

3) Remember that a gasgrenade type which uses gas_gc will do damage on explosion, then do damage when a unit steps into the gas/smoke type that is left behind.

4) There are two types of death animations. That's it. You'd have to ask the CE coders if someone was willing to add extra functionality for death animations.

5) EMP is a special damage type for enemies with the "robotic" special quality (set in aiprops).

6) "Normal" fire damage is hardcoded to do a specific amount of incendiary damage. I have made specialised fire types myself.

7) Gas type weapons do a single amount of damage when a unit enters the gas cloud. That's it.

I have made incendiary weapons, and a toxin gun. Can't remember where I put the code... it's somewhere on this forum.

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So for example, when i create a gas with blue fire effect i create, it will make the same with a smoke isnt it? I just want to make flames special for plasma and chemical.. is there a special difference from "fire" and "smoke"?

Chemical maybe cut from the game but i am happy there is a type of this.. i want to use it at alien tech part at XMT..

Yep i will want a dead animation entegration..

I read most of forum but didnt notice that weapons.. they would guide me well!

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Thank you.. i will check them.

Can i ask something else..

Can i add weapon types? I mean the classes.. balistic,laser,plasma and mag? can i change them? at least mimic them at UI.. like, ballistic, energy, incinirate and chemical?

Can i add more? to put more ammo types...

can u guide me? thx

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I'm pretty certain others have tried, but I don't think it's ever worked well. I believe the four weapon tiers are hard-coded. Yes, you could mimic a new tier by replacing all the UI for one of the tiers so it looks to the person playing the game it's a replacement tier, but it would still have the internal labelling for the standard tiers. From a coders perspective, it would be one of the four standard tiers.

There is no easy way to make multiple ammo types for a weapon. The best that anyone has ever got is to give a rocket type a clipsize bigger than 1.

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