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.
Various questions
Re: Various questions
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.
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.
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Re: Various questions
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.