SoulFilcher Posted August 8, 2015 Share Posted August 8, 2015 There is one idea I'm trying in my mod that requires 2 things: the minimum explosion size to be a single tile, but it seems that is is a 3x3 cross-shaped area right now, no matter the radius value. And I need to know what exactly a particle spectre can or can't do, because some of them looked a lot like tile spectres, still they don't behave the same. If they don't, it would be awesome if CE was changed to allow more tile properties (if possible of course) Quote Link to comment Share on other sites More sharing options...
kabill Posted August 8, 2015 Share Posted August 8, 2015 Have you tried a radius value of 0? Also, if you're trying to create a gas-like effect on the tile, I think you might be able to do that with a non-explosive weapon (which by default will only effect a single tile). As regards particle spectres - what do you mean exactly? Pretty sure all the spectres do is deal with the animation. Quote Link to comment Share on other sites More sharing options...
SoulFilcher Posted August 8, 2015 Author Share Posted August 8, 2015 I have, even a value of 0 will create the cross-shaped area. I guess I could make it a non-explosive weapon, but can it be thrown as a grenade? The game is very restrictive in this aspect and I need it to either be thrown as a grenade or put on the ground within melee range. I saw some of the particles have a default state, so I thought they could handle damaged and destroyed states too, but I already found they don't. My idea was to create a tile on the spot and that's why I need the are to be just one tile, but without the ability to create a tile it is useless. Quote Link to comment Share on other sites More sharing options...
llunak Posted August 8, 2015 Share Posted August 8, 2015 I have, even a value of 0 will create the cross-shaped area. Not with 0.34 . Quote Link to comment Share on other sites More sharing options...
SoulFilcher Posted August 8, 2015 Author Share Posted August 8, 2015 Awesome! Quote Link to comment Share on other sites More sharing options...
SoulFilcher Posted August 8, 2015 Author Share Posted August 8, 2015 (edited) Ok, since the second part of my idea won't work, is there a way to specify when a gas/particle is removed instead of a random chance every turn? A fixed duration, or a number of units that entered it? One of those would do. Edited August 8, 2015 by SoulFilcher Quote Link to comment Share on other sites More sharing options...
kabill Posted August 8, 2015 Share Posted August 8, 2015 Not as things stand, no. But I guess it would be possible to add something to support that. Quote Link to comment Share on other sites More sharing options...
SoulFilcher Posted August 20, 2015 Author Share Posted August 20, 2015 One last minute suggestion if any of you coders think its worth it: allow gas types to have suppression values so units entering them could get suppressed. Quote Link to comment Share on other sites More sharing options...
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