Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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This is for a map.ini I can't increase the boobytrap damage, I'm using this code Code:Weapon BoobyTrapDetonationWeapon ;Created by Rebels as an upgrade
PrimaryDamage = 20000.0
PrimaryDamageRadius = 5.0
SecondaryDamage = 20000.0
SecondaryDamageRadius = 15.0
DamageType = EXPLOSION
DeathType = EXPLODED
End
But it still does the default 200 damage. What am I missing here? Edited by user Friday, January 20, 2017 9:27:16 AM(UTC)
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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I fixed it xD If anybody wants to do this, use this: Code:
Weapon BoobyTrapDetonationWeapon2 ;Created by Rebels as an upgrade
PrimaryDamage = 2000.0
PrimaryDamageRadius = 5.0 ; These ranges are the range past the boobytrapped objects' bounding circle
SecondaryDamage = 2000.0
SecondaryDamageRadius = 15.0 ; These ranges are the range past the boobytrapped objects' bounding circle
DamageType = EXPLOSION
DeathType = EXPLODED
End
Object BoobyTrap ; created by upgraded rebels
ReplaceModule ModuleTag_03
Behavior = StickyBombUpdate ModuleTag_03_Override
GeometryBasedDamageWeapon = BoobyTrapDetonationWeapon2 ; We add our bounding circle to the radius of this weapon, and damage people ourselves
GeometryBasedDamageFX = FX_BoobyTrapExplosion ; And we modify our effect too
End
End
End
Edited by user Friday, January 20, 2017 1:12:55 PM(UTC)
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1 user thanked SkyMix_RMT for this useful post.
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I don't think you actually need all that object code. You should only need to change the StickyBombUpdate module to change it to the new weapon. |
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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Originally Posted by: klingondragon I don't think you actually need all that object code. You should only need to change the StickyBombUpdate module to change it to the new weapon. Alright thanks I've edited it. |
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