drake8888 Posted January 16, 2013 Share Posted January 16, 2013 Has anyone found the code where this can be changed to 1-5 or something like that? I like the new 2nd Wave "Damage Roulette" for the weapons. This should be added to grenades as well. Just a thought.... Link to comment Share on other sites More sharing options...
johnnylump Posted January 23, 2013 Share Posted January 23, 2013 (edited) 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 February 17, 2013 by johnnylump Link to comment Share on other sites More sharing options...
Amineri Posted March 11, 2013 Share Posted March 11, 2013 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. Link to comment Share on other sites More sharing options...
anUser Posted March 11, 2013 Share Posted March 11, 2013 I'd love to know where's that switch. Even the regular +/-1 is great! Link to comment Share on other sites More sharing options...
johnnylump Posted March 12, 2013 Share Posted March 12, 2013 Full credit to Amineri: This one's in XComGame.upk; XGTacticalGameCore >> CalcOverallDamage Randomize Explosives Damage f3 76 00 00 2c 09 16 04 00 ee 76 00 00 to f3 76 00 00 2c 30 16 04 00 ee 76 00 00 Link to comment Share on other sites More sharing options...
anUser Posted March 12, 2013 Share Posted March 12, 2013 (edited) 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? Edited March 12, 2013 by anUser Link to comment Share on other sites More sharing options...
johnnylump Posted March 12, 2013 Share Posted March 12, 2013 There's an issue with this we've discovered; it's being discussed over in the "R&D for four enhancements" thread. Link to comment Share on other sites More sharing options...
Amineri Posted March 16, 2013 Share Posted March 16, 2013 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. Link to comment Share on other sites More sharing options...
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