Taking Dmagae over time?
#1
Posted 15 November 2006 - 10:25 PM
#2
Posted 16 November 2006 - 04:40 PM
how would u make a special do damege over time until the target dies?
You should have a look at the Witchking's Morgul Blade power. It's designed to do exactly what you're talking about (whether it works or not I can't tell you because I've never played around with it!).
It begins in "weapon.ini" with "WitchKingMorgulBladeSpecialPower". This is pretty standard with the exception it has an attribute modifier that applies damages bonuses and speed/armour reductions for a period of time (I assume taken from a special power update module in the attacking units code).
You would need to set the effect duration to a high enough number so that it will eventually kill the unit you have attacked.
Hebblewhite.
Blade with whom I have lived,
Blade with whom I now die,
Serve right and justice one last time,
Seek one last heart of evil,
Still one last life of pain,
Cut well old friend, and then... farewell
#3
Posted 16 November 2006 - 06:55 PM
#4
Posted 16 November 2006 - 07:35 PM
edit: woops this isn't bfme2, but nevertheless i think the codes are the same
Edited by 2playgames, 16 November 2006 - 07:36 PM.
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#5
Posted 16 November 2006 - 09:36 PM
Weapon GoblinFighterSwordPoisoned LeechRangeWeapon = Yes AttackRange = 30.0 MeleeWeapon = Yes DelayBetweenShots = GOBLIN_FIGHTER_DELAYBETWEENSHOTS PreAttackDelay = GOBLIN_FIGHTER_PREATTACKDELAY PreAttackType = PER_SHOT FireFX = FX_GondorSwordHit FireFlankFX = FX_Flanking FiringDuration = GOBLIN_FIGHTER_FIRINGDURATION DamageNugget Damage = GOBLIN_FIGHTER_DAMAGE Radius = 0.0 DelayTime = 0 DamageType = SLASH DamageFXType = SWORD_SLASH DeathType = NORMAL FlankingBonus = 50% End DOTNugget Damage = GOBLIN_FIGHTER_POISON_DAMAGE AcceptDamageAdd = No Radius = 0.0 DelayTime = 0 DamageType = POISON DamageFXType = POISON DeathType = NORMAL DamageInterval = 1000 DamageDuration = 15000;;30000 SpecialObjectFilter = AFFECTED_BY_POISON_OBJECTFILTER End EndA bit of this is defined in gamedata.ini, but I think you get the picture...
#6
Posted 16 November 2006 - 10:20 PM
I once saw some kind of PoisonedBehavior in game.dat, but you'd probably need a Generals INI.big to see a working example...
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#7
Posted 16 November 2006 - 10:40 PM
Weapon ToxinTruckGun PrimaryDamage = 10.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 0;20.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStream; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes EndIn your unit's INI:
Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage EndI bet you could work with that.
#8
Posted 16 November 2006 - 10:45 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#9
Posted 16 November 2006 - 11:09 PM
anks for the code. Can I download this Generals INI.big from somewhere? Got a link?
you can get some mod. most of them contains whole ini.big
#10
Posted 16 November 2006 - 11:40 PM
Weapon ThranduilWoundingStrike LeechRangeWeapon = Yes AttackRange = 30.0 MeleeWeapon = Yes DelayBetweenShots = CELEBORN_DELAYBETWEENSHOTS ; time between shots, msec PreAttackDelay = CELEBORN_PREATTACKDELAY ; 400 is sword swing delay time before contact with target. PreAttackType = PER_SHOT; Do the delay each time we attack a new target FireFX = FX_ThranduilWound FiringDuration = CELEBORN_FIRINGDURATION ; Duration of the sword swing DamageNugget ; A basic Nugget that just does damage Damage = 80 Radius = 0.0 DelayTime = 0 DamageType = HERO DamageFXType = SWORD_SLASH DeathType = NORMAL End DamageNugget ; A basic Nugget that just does damage Damage = 10 Radius = 0.0 DelayTime = 2500 DamageType = HERO DamageFXType = SWORD_SLASH DeathType = NORMAL End DamageNugget ; A basic Nugget that just does damage Damage = 10 Radius = 0.0 DelayTime = 5000 DamageType = HERO DamageFXType = SWORD_SLASH DeathType = NORMAL End DamageNugget ; A basic Nugget that just does damage Damage = 10 Radius = 0.0 DelayTime = 7500 DamageType = HERO DamageFXType = SWORD_SLASH DeathType = NORMAL End DamageNugget ; A basic Nugget that just does damage Damage = 10 Radius = 0.0 DelayTime = 10000 DamageType = HERO DamageFXType = SWORD_SLASH DeathType = NORMAL End End
To make it so the damage continues until the unit dies, you'll just have to keep copying and pasting until you've done enough damage to kill any unit in the game.
#12
Posted 17 November 2006 - 12:58 AM
EDIT: DLotS, here is a link to a generals INI: Clicky
Edited by Fingulfin, 17 November 2006 - 01:00 AM.
#13
Posted 17 November 2006 - 07:11 PM
But you can just use an include...
Why do you guys like includes so much? Whenever I use them, I get an error because it "claims" that the path aint right...when I know for a fact it is! .inc files are evil!
Oh, could you change that .rar to something else, like just the .big, or put the .big in a zip folder?
And that PoisonedBehavior looks pretty cool. I might play with that and see...
Edited by Nazgul Lord, 17 November 2006 - 07:13 PM.
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#14
Posted 17 November 2006 - 11:07 PM
2. you must get winrar sooner or later
3. please validate your email, ty
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#15 Guest_Guest_*
Posted 19 November 2006 - 05:12 PM
And can you explain the path of .inc files? I don't understand...they're like
.../stundrawmodulesmall.incand I don't get how it reads that path.
#16
Posted 19 November 2006 - 05:24 PM
#17
Posted 19 November 2006 - 06:13 PM
so for example, if "data\ini\object\gondor\gondorthing.ini" has
#include "..\includes\unitstuff.inc"it's pointing to "data\ini\object\includes\unitstuff.inc"
Edited by 2playgames, 19 November 2006 - 06:14 PM.
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#18 Guest_eglang_*
Posted 23 November 2006 - 12:39 AM
#19
Posted 23 November 2006 - 11:14 PM
http://forums.revora...showtopic=38372
have fun on t3a
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
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