AAGHHHH! PARALYZING WEAPONS!!!!
Moderator: Moderators
AAGHHHH! PARALYZING WEAPONS!!!!
MUST DO DAMAGE DAMNIT! CHANGE IT NOW!
This is hardly a request, more like a bug fix...
I spent an hour just now trying to fix my grenadier's damage! AND THE PARALYZE MAKES HIM DO NONE!
NONE!!!
If anybody can give me a reason (besides being lazy -.-) not to have this fixed, then it can stay, but this is a load of bullsmoth!
This is hardly a request, more like a bug fix...
I spent an hour just now trying to fix my grenadier's damage! AND THE PARALYZE MAKES HIM DO NONE!
NONE!!!
If anybody can give me a reason (besides being lazy -.-) not to have this fixed, then it can stay, but this is a load of bullsmoth!
They used the damage for paralyzer time to stay with ota compatibility. If they do a paralyzer field in addition to the damages field it would solve the issue. But allowing for a secondary "explosion"/payload (i.e. warhead) would solve the issue for more than just paralyzers.
I'd like it where you could define a warhead= tag in the weapon tdf that spawned post-explosion of the first weapon. The idea of a warhead really isn't much different than the idea that when a unit dies it spawns stuff like explosions, corpses, and debri animations.
I'd like it where you could define a warhead= tag in the weapon tdf that spawned post-explosion of the first weapon. The idea of a warhead really isn't much different than the idea that when a unit dies it spawns stuff like explosions, corpses, and debri animations.
Instead of all this "add an invisible weapon on to it" and "spawn a weapon" things; why cant the paralyzer just do damage like Snipawolf said. Someone should fiddle with it so that the paralyzer does do damage. I have had this same problem, you get a bunch of spiders and you attack someone, they become paralyzed and then what? paralyzing units should be able to fend for themselves. The damage may be low, but it can still take out a Com with enough of them.
You can link a second weapon to the paralyzer, if we change the current behaviour we'll either introduce counterintuitive tags or break all mods that use paralyzers. I'm still not convinced that adding projectiles to the things a custom explo can spawn is a major rewrite and if it was done we could do all kinds of stuff including damaging paralyzers and cluster munitions.
The clustering munitions and the sort are certainly possible with a warhead= tag. It would solve armor penetrating warhead simulation, too. You could do a sweet napalm effect, especially if each effect had another warhead= tag behind it in a chain. Flak could really be an explosive poof and spawn clusters of smaller effects. The things it solves go on and on.