I'm gonna plug in some code for you as anyone reading this should know basic weapon coding. Figures such as Damage etc can be altered but due to projectile nature, keep range low.
[FThrower]
Damage=60
ROF=60
Range=4
Projectile=FlameFire
Speed=13
Burst=1
Warhead=FLAMEWH
Report=ExplosionApocalypse
Anim=S_BANG16
Bright=yes
This code essentially uses a invisible projectile which has a flame trailer
[FlameFire]
Image=BURN
Shadow=no
Arm=2
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
ROT=1
CourseLockDuration=-2 ; travel in straight line (code is adapted from medusa weapon code)
Proximity=yes
Ranged=yes
[FLAMEWH]
CellSpread=1
PercentAtMax=.4
Wall=no
Wood=yes
Verses=200%,200%,80%,60%,45%,30%,35%,15%,15%,30%,60%
Conventional=no
Fire=yes
InfDeath=4
AnimList=BURNEXP
ProneDamage=100%
Bullets=yes
[BURN]
Trailer=BTRAIL
[BTRAIL]
Normalized=yes
Translucent=yes
Translucency=80
Report=ExplosionShard
UseNormalLight=yes
[BURN] ; Flames fireball
Trailer=BTRAIL ;BURNTR
[BTRAIL]
Normalized=yes
Translucent=yes
Translucency=80
Report=ExplosionShard
UseNormalLight=yes
The basic logic is that the projectile is invisible but has a trailer which resembles the flame trail.
You can add damage to the trailer by Damage= but this may damage the unit which fired it.
Note for the flame explosion to appear you need to add it to the end of the [Animations] and as a general rule and good pratice (once u have multiple things) add your new warhead to end of [Warheads] as well
Do not use particle flame systems like in TS because
1. Unit gains no experience
2. Hard to balance damage (e.g. shit weapon or overpowered)
3. Hurts allies as well.
Finally Ambient damage only works with
1) railguns
2) sonic weapons
3) firestream
Sparky logic can be used but at least three anims must be stated on OnFire= statment
Attached Files
Edited by Allied General, 04 April 2008 - 12:55 PM.
Sparky update