Range based damage tutorial |
Range based damage tutorial |
12 Aug 2016, 19:17
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When it comes to some weapons it is a nice to have the weapon do more damage to enemies who are closer up and less damage to enemies who are father away (especially on shotguns).
The way to do this is to make the unit have multiple versions of the same weapon with each weapon's minimum range set as the maximum range of the previous weapon IMPORTANT INFO: The only stuff that should vary from weapon to weapon are the parts in bold. Make sure the reload time, clip size and delay between shots are the same on ALL of the weapons. It should look similar to this: Weapon Weapon1 PrimaryDamage = 60 PrimaryDamageRadius = 5.0 AttackRange = 50.0 DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = Generic FireFX = WeaponFX_GenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 1000 ProjectileCollidesWith = STRUCTURES WALLS End Weapon Weapon2 PrimaryDamage = 40 PrimaryDamageRadius = 5.0 AttackRange = 100.0 MinimumAttackRange = 50.0 DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = Generic FireFX = WeaponFX_GenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 1000 ProjectileCollidesWith = STRUCTURES WALLS End Weapon Weapon3 PrimaryDamage = 20 PrimaryDamageRadius = 5.0 AttackRange = 150.0 MinimumAttackRange = 100.0 DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = Generic FireFX = WeaponFX_GenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 1000 ProjectileCollidesWith = STRUCTURES WALLS End After you have done this go to the unit INI file, go to it's weaponset and put "ShareWeaponReloadTime = Yes" (to prevent the unit from firing more than one of it's weapons at a time). It should look like this: WeaponSet Conditions = None Weapon = PRIMARY Weapon1 Weapon = SECONDARY Weapon2 Weapon = TERTIARY Weapon3 ShareWeaponReloadTime = Yes End And that's it! The only down side is that the unit can only have one weapon, as all three weapon slots are used for the range based damage. This method is untested but should work. Reply any problems you have and I'll do my best to help you. This post has been edited by Sergeant Freedom: 12 Aug 2016, 19:20 -------------------- |
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