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True no damage weapons / Damaging EMP weapons
Posted: 02 Feb 2007, 20:03
by rattle
Probably MTR, I don't care. I want zero damage weapons. Correct me if it's possible already but I'd like any weapon type be able to deal exactly 0 damage.
There are some workarounds I guess, i.e. invincible shields, 0.0000001 damage weapons and so on. I just don't like these, way too complicated and still not quite doing the job.
Wouldn't mind a tag to override it either, Harmless for instance.
Also, I think EMP weapons should be able to deal normal damage as well, controlloable by a tag again - CanHarm.
Posted: 02 Feb 2007, 21:15
by manored
Im with you. The more adaptable the engine is the better in my opinion.
Posted: 04 Feb 2007, 03:08
by MadRat
A second warhead effect would be all that's need for the latter. Would satisfy alot more people than your idea. What I mean is say a penetrator warhead that has a secondary explosive effect. The penetrator would harm the armored target in a small radius, but the secondary explosive could harm unarmored targets in a larger radius.
Posted: 04 Feb 2007, 04:52
by mehere101
Nah, Making things more consistent is the better plan. EMP weapons should behave like regular ones, rather than internally being completely different.
Posted: 04 Feb 2007, 08:45
by MadRat
Hell, we could have the best of both worlds and simply make the weapon tdf formatted in a way to define multiple personalities by default.
PARALYSER/PARALYSER1=on/off for paralyzer effect for warhead1
PARALYSER2=on/off for paralyzer effect for warhead2
DAMAGE/DAMAGE1=weapon damage dealt by warhead1
DAMAGE2=secondary damage effects by warhead2
etc.
etc.
But simply making a warhead field, where after the first explosion the second explosion takes place, would be absol-toot-ly wonderful. Defining warheads would be done in the weapon tdf's, too. The whole thing would basically be handled like an explodeas call after the original explosion is over. You can use just about any weapon in explodeas and it'll carry out the weapon file at the point of the explosion event.
Posted: 04 Feb 2007, 08:57
by KDR_11k
I think letting custom explosion generators spawn projectiles and explosions would work better for that.