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I've been trying to get a weapon to punch through enemies in front of the targeted unit using AmbientDamage. So far, I could only get it work work if I have IsSonic=yes. The entry for it on Modenc sounded like it should work on any kind of weapon though (minus the special ones of course)...
Is there a way to get AmbientDamage to work without having to use IsSonic=yes?
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With Ares, that should be possible on all Wave weapons, and iirc railguns can apply it too.
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23.09.2011, 06:38:14
(This post was last modified: 23.09.2011, 06:44:50 by Drogan.)
Hmm, would weapons with regular projectiles like cannon balls work?
EDIT: What am I saying? What meant to say was, is it suppose to work with regular projectiles?
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24.09.2011, 02:25:02
(This post was last modified: 24.09.2011, 02:54:57 by Drogan.)
Ok, I just tried this in vanilla YR and it didn't work either...
Going through the original rules file. it looks like it only works for all weapons from TS.
That is: FireballLauncher, SonicZap, and LtRail
What a misleading entry...
I'm going to add more info about this now.
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After looking at the code, I can say I was right - AmbientDamage only works on Wave weapons and IsRailgun=yes . As far as I can see, FireballLauncher's particles deliver the damage, not its AmbientDamage, but since its Damage = 0, leaving AmbientDamage = 0 would make this weapon impotent as far as targeting is concerned.
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Ok, that answers my question. I've added the bit onto its entry on ModEnc.
Thanks you guys for your help!