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Posted: 01 Jun 2007, 08:26
by KDR_11k
Yes but you could have only one weapon per explosion and not much control over where the shots go. With CEGs you could e.g. fire one shot in the cardinal directions each.
Posted: 01 Jun 2007, 14:05
by MadRat
You know, that is very true. Good reason for the ceg solution then.
Posted: 05 Sep 2007, 22:19
by EXit_W0und
I'm bumping this, because I saw an idea I liked:
If they could also generate Lua calls it'd be even more powerful.
If we had a tdf file tag, such as: customDamageScript = scriptname.lua,
we could have:
> weapons which spawn other weapons e.g clusterbombs,
> mixed modes of damage e.g paralyse + normal damage
> new damage types - such as gradual damage over time, instant capture devices or weapons which turn your unit pink, and force it to dance dammit dance!
The only problem I can see from using this, is it could cause a lot of slow down calling lots of scripts for each impact, particularly for rapid fire weapons.
In spite of this, its still a phoenominal idea that would give you modders so much freedom to make very interesting mods. I don't see why this hasn't been given priority given the huge effect it could have.
Posted: 06 Sep 2007, 11:24
by KDR_11k
I think for cluster bombs you'd also need a fuse or airburst tag unless you want them to split on the ground.
Posted: 06 Sep 2007, 13:17
by Snipawolf
Both would be nice...
Posted: 06 Sep 2007, 16:18
by AF
it called the UnitDamaged() call in
Adding the OnExplosion type event to AIs wasnt hard, ask trepan if it can be added to lua.
Posted: 07 Sep 2007, 01:49
by trepan
Something like:
Code: Select all
function gadgetHandler:Explosion(weaponID, px, py, pz, ownerID) -> bool noGfx
?
NOTE: Already exists in 0.75b2 (or SVN, I forget

)