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 Blast radius? 
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Joined: Sun Jan 06, 2008 10:32 pm
Posts: 11
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Post Blast radius?
I'm just pondering, how you increase the blast radius of exploscives? I'm trying to make one of the arty units fire a round that has more spash to it. What part of the .ini do I mod? Or is there a link to this?


Mon Feb 25, 2008 2:13 am
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Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
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Post Re: Blast radius?
The lifetime or speed of the particles would have to be higher for them to go further.


Mon Feb 25, 2008 2:17 am
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Joined: Sun Jan 06, 2008 10:32 pm
Posts: 11
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Post Re: Blast radius?
Okays! I'll see about increasing the life of those poor things!
But, thanks! (never thunk about the particles...)


Mon Feb 25, 2008 2:23 am
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Joined: Sun Jan 06, 2008 10:32 pm
Posts: 11
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Post Re: Blast radius?
-raises hand-
But what part? I'm lost in all the things that look infinitely the same..

Code:
AddDevice = TDExplosive
   InstanceName = DN Cannon Round
   Mass = 5
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = DreadNought Cannon.rte\Sprites/CannonRound.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 0
   Buyable = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 1
   JointStrength = 25
   JointStiffness = 0.5
   DrawAfterParent = 1
   DetonationSound = Sound
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav
   StanceOffset = Vector
      X = -12
      Y = -5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = -12
      Y = -5
   TriggerDelay = 999999
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Gray
      Count = 40
      Spread = 360
      MaxVelocity = 30
      MinVelocity = 15
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Yellow
      Count = 50
      Spread = 360
      MaxVelocity = 40
      MinVelocity = 20
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Air Blast
      Count = 100
      Spread = 360
      MaxVelocity = 40
      MinVelocity = 20
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Fragment Glow Effect
      Count = 30
      Spread = 360
      MaxVelocity = 10
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Side Thruster Blast Ball 1 Glow
      Count = 15
      Spread = 360
      MaxVelocity = 15
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Main Thruster Blast Ball 1 Glow
      Count = 15
      Spread = 360
      MaxVelocity = 15
      MinVelocity = 8
   GibImpulseLimit = 10
   GibSound = Sound
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav


That's the main part I'm staring at, but I can't wrap my head around where to increase the lifespan or speed of the dang things! D:
-Trying to make the spash of the Dreadnought rounds more pwn.-


Mon Feb 25, 2008 3:33 am
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Joined: Fri Apr 27, 2007 4:55 pm
Posts: 1178
Location: America!
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Post Re: Blast radius?
Code:
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Gray
      Count = 40
      Spread = 360
      MaxVelocity = 30
      MinVelocity = 15
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Yellow
      Count = 50
      Spread = 360
      MaxVelocity = 40
      MinVelocity = 20


In these ones, change the Min/Max velocity to make them go faster (so they go farther in the time they live), or you'd have to change the lifetime of the actual particle, which is in a different .ini. You can also up the count to make more particles, and therefore more chance of damage.

The way these kinds of bullets work is that they explode and "gib" stuff when they die. These bullets have a GibImpulseLimit of 10, so they're relatively easy to destroy, and then they do die, everything that has an "AddGib" before it will come out of the bullet with those settings (count/spread/velocity).


Mon Feb 25, 2008 3:37 am
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Joined: Sun Jan 06, 2008 10:32 pm
Posts: 11
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Post Re: Blast radius?
:D A bullet gib! It all makes sense now!~ Thank you Lord Tim! Now I can artillery thinkgs with glee!

-skips off with idolization and glee-


But truthfully, thanks! I don't know how to fool with the ini's much to get the effects I want, but I really appreciate the time taken to explain it.


Mon Feb 25, 2008 3:51 am
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