Setting units on fire?
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- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Setting units on fire?
how about a flammable=1 tag in the unit fbi that allows the unit to be set on fire, according to the firestarter tag in the weapon tdf. Other tags that should go with this is: burntime tag for how long the unit stays on fire for and burndamage - how much damage per second being on fire does to the uint. A tag to control whether being on fire stops autoheal might be a good idea too.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
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- Posts: 501
- Joined: 18 May 2006, 21:19
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
It will be in the next release. At least according to a note that gnome left me on IRC "HitByWeapon(anglex,anglez,weaponid) in next spring ver will allow you to tell what weapon just hit a unit. Based on ID tag in weap tdf."Guessmyname wrote:Alternatively, get HitByWeapon to also report on what weapon the unit was hit with. Much more flexible! (and units on fire could be done via this method, including damage per second)
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07