Modding Damage and ForceOnExplosion
Re: Modding Damage and ForceOnExplosion
I think the only way to do this is use it for direct hits. You cannot direct-hit yourself so make it have a low splash damage (material2) and a higher direct-hit damage (material). There is a way to reduce damage over distance but I don't think that can be reversed. I really am not sure how to get your desired damage style except what I explained.
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Re: Modding Damage and ForceOnExplosion
Here is the piece of code I was talking about:
ObjectTemplate.minDamage 0.5
ObjectTemplate.distToStartLoseDamage 100
ObjectTemplate.distToMinDamage 200
This is added at the end of projectile's code to set the damage drop for that projectile. I wish there was a way to flip it so damage is added, ah well...
There is also this other peculiar piece:
ObjectTemplate.ProximityFusePrimer 0.1
I thought, maybe, that prevents the projectile from exploding within a certain distance, but I don't think it causes the explosion "push" which you want. Worth playing with. You can find this line in the vanilla AA projectile.
ObjectTemplate.minDamage 0.5
ObjectTemplate.distToStartLoseDamage 100
ObjectTemplate.distToMinDamage 200
This is added at the end of projectile's code to set the damage drop for that projectile. I wish there was a way to flip it so damage is added, ah well...
There is also this other peculiar piece:
ObjectTemplate.ProximityFusePrimer 0.1
I thought, maybe, that prevents the projectile from exploding within a certain distance, but I don't think it causes the explosion "push" which you want. Worth playing with. You can find this line in the vanilla AA projectile.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™