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Variable Damage to Grenades


drake8888

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Trying to implement this one, but no promises. I probably involves adding code (a randomizer) rather than replacing a number, so that's a bigger challenge, because it means we have to take something out.

 

Update: After hours of trying, I have concluded this isn't possible within current modding capabilities. Weapon damage is contact in a function we aren't able to access at this time (probably in the exe file).

Edited by johnnylump
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  • 1 month later...

This has been done. Found a switch that was preventing explosive-type damage from using the regular rules for randomizing. I haven't tested it personally with Damage Roulette, but based on the code, explosive damage should be affected as well. There is one damage roll that is applied to all units in the blast area.

 

Note that this affects anything explosive -- frag grenades, alien grenades, rocket launcher, shredder rocket, and even the aliens using alien grenades.

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omg so sweet, can't wait to try it.

 

edit: looking at the code it seems it should also allow explosives to take critical damage, right?

 

The code should now go through the "check for critical" portion of the code. Not totally sure if you can give those weapons a chance to crit, though. I'd like to hear feedback, though!

 

There's an issue with this we've discovered; it's being discussed over in the "R&D for four enhancements" thread.

 

Update: there seemed to be some sort of bug internal to the native code that was causing the previous fix to cause Stunning to always fail. A workaround had been found that enables random damage on explosives with stuns still having their regular chance to work.

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