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EXPLODES=YES
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sat Jul 18, 2015 3:59 pm    Post subject:  EXPLODES=YES Reply with quote  Mark this post and the followings unread

What file or code controls how much damage a unit causes when it explodes ?

It seems that different units have different values like the Nod Flame Tower has a powerful blast compared to the GDI Heavy Walker

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jul 19, 2015 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

It uses the object's weapon damage to calculate the damage dealt when it explodes. You can use a tag (can't recall which, Aro probably knows better) to set what the multiplier is to increase / decrease the damage done. The Grenadiers / Pyros use this in example.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Jul 19, 2015 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

http://modenc.renegadeprojects.com/Explodes

As for the tag that decreases the value, it is CollateralDamageCoefficient= (Note that if you put a units entry such as [NODFLAME] for example on a map,that entry must also contain the CollateralDamageCoefficient= tag too, otherwise it will reset to default).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 19, 2015 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since the damage depends on the units weapon (the warhead), the units strength, armor and other factors, it is much better to use an art.ini anim with damage instead. Then simply put the anim on the units Explosion= key.
This way you can specify exactly how much damage is done.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Jul 19, 2015 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

........but only in the cell the unit exploded, right?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 19, 2015 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Same for anim as well as Explodes=yes and any other damage dealing object in TS,
the damage is done in a max 3x3 area depending on the warheads Spread value and the amount of damage.

Though when using art.ini damage dealing anim, there are ways to spread the damage beyond the 3x3 spread limit of a warhead, like using additional art.ini debris.

Though there are several other ways to go beyond the 3x3 limit and the modder has to decide which works best for the current situation.
-art.ini debris
-area particle system on the warhead (since it spawns 1 particle per frame, damage delivering can be somewhat slow when trying to cover big areas)
-damage particle system used on a Webby=yes logic system (though not sure if Webby logic works on Explodes=yes triggered death weapon)
-voxel debris on a unit (similar to art.ini debris)

Web logic area damage, is probably the best way to do area damage, since
-it puts 1 particle on each cell. Thus very even distributed damage.
-all cells are instantly hit by a particle. Thus very fast area delivering/covering
-WebRadius key allows very easy to adjust range of area damage
It's almost comparable to RA2 cellspread
Though you have to take care of some special cases in which Webby logic doesn't work and of it's special targeting behaviour. It targets/shoots infantry automatically only, not vehicles or buildings. So you should use Reaper Spread logic as an intermediate step, with stage 1 for targeting and stage 2 with the web logic.

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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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