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Re: Various questions

Posted: Wed Nov 04, 2020 5:32 pm
by Cyrus
What I mean is, for example:

A rock is thrown. So is a grenade. How does the game know if it should apply area damage?

I have looked at proto files using proto manager. I don't see any flags that particularly tell if this item should have area damage.

I thought maybe the game looks at weapon damage type. But then plasma grenade and emp grenade do not have explosion damage type but they still do area.

So I thought maybe animation settings? But that doesn't seem to be it either.

for example I'm wondering, if I were to turn a rock to a grenade, what would I have to change in the proto file to make it to area damage?

Same question goes for rocket luncher. how can I make it do no area damage as if its a gun. And how can I make a sniper rifle do area damage?


Now I don't plan to actually make those weapons behave that way, I'm just trying to figure out what it is that makes a weapon do area damage and  another weapon not.

Re: Various questions

Posted: Thu Nov 05, 2020 2:38 am
by Magus
I'm not actually sure, but probably using projectile pid from misc.lst.
Could also be just checking damage type. I remember back when I was first implementing fire damage for Molotov, it would stop exploding and become a "throwing weapon".
Or could be both.

Try opening and comparing various weapons in ProtoManager... I don't have it handy now, but it should be pretty obvious.

Re: Various questions

Posted: Thu Nov 05, 2020 11:10 pm
by Cyrus
Magus wrote: Thu Nov 05, 2020 2:38 am Try opening and comparing various weapons in ProtoManager... I don't have it handy now, but it should be pretty obvious.

Oh I did that, but it wasn't obvious, I couldn't figure out. That's why I ask. I thought maybe you know. I thought it might be projectile PID, but couldn't tell.

I'll have to do testing.