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Mayhem and Danger Zone


seraglio73

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I think it's possible to do so.

 

I've made a fairly comprehensive damage mod that reworks a lot of how damage works. However, I made a separate perk that adds bonus damage specifically to grenades (currently is just +1, but am going to adjust it to +1 for frag and +2 for alien grenades).

 

Damage radius (and the Danger Zone perk) are implemented in XGWeapon:

simulated function float GetDamageRadius()
{
    if((m_eType == 7) || m_eType == 19)
    {
        if((m_kOwner != none) && m_kOwner.GetCharacter().HasUpgrade(25))
        {
            return float(m_kTWeapon.iRadius + 192);
        }
    }
    return float(m_kTWeapon.iRadius);
}

The 192 is in Unreal Engine units. 64 Unreal units are 1 XCOM unit, and 3 XCOM units are 2 tiles. So, 96 Unreal units = 1 tile. The +192 adds roughly 2 tiles to the radius of the explosion.

 

The current radius for grenades (both alien and frag) is 240 (2.5 tiles), so applying the same factor would almost double it, which would be crazy strong, I'd think. Comparatively, the Rocket Launcher has a radius of 336 (3.5 tiles), so the +2 is relatively smaller.

 

However, with some tweaking a balance of some sort could probably be reached.

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