Author Topic: Explosion damage over time  (Read 2681 times)

Does anyone know what the code command to prolongate an explosions damage / impulse radius is?

I tried these

Code: [Select]
   damageRadius = 100;
   radiusDamage = 200;
   radiusDamageLifetime = 1000;

   impulseRadius = 200;
   impulseForce = -1000000;
   impulseLifeTime = 1000;

And it didn't work.

Bump.

Ok, is there a function / something that can make an explosion's effects last longer overall then? I want to make a fireball launcher that launched exploding fireballs with a lasting damage effect (burning fire) in it's detonation area. The problem is the radius damage is instantaneous, so I can't get that lasting fire damage effect.

Try checking the Weapon Ammo and Fire Arrows coding - the Arrows have lasting fire damage.

Try checking the Weapon Ammo and Fire Arrows coding - the Arrows have lasting fire damage.

Thanks, unfortunately it didn't have what I needed. I need help making a napalm like fire effect (damage field that lasts instead of simply damaging once then disapearing). The fire arrows is more of a poison type of effect that effects the one that got shot by it.

This is an example.

What I had in mind

Weapon launches a fireball
Fireball hits the ground, creates fire particles that remain there for a while
People nearby will be damaged by the explosion.
People who accidently walk into this area, they get damaged until they leave the area or die.

Right now, the fireball hits the ground, whoever's there gets damaged, but there is no lasting effect. I need a function/code/something that adds that lasting effect.

I need one of those too!
maybe have a shedule that every like 5 seconds makes a dummy explosion with no actual particles at the real explosion to keep doing damage untill a certain time is up.

When the explosion hits the floor it could create a few "items" using blank.dts and a fire emitter, and when picked up starts to do the damage.

Alternately you could swap the fireArrowProjectile::onCollision for fireArrowProjectile::radiusDamage(%this, %obj, %col, %distanceFactor, %pos, %damageAmt), for area damage as soon as it hits.

Finally, the collision could set up a scheduled radius check, like the door creator except temporary, and then do damage every 100 - 200ms.

When the explosion hits the floor it could create a few "items" using blank.dts and a fire emitter, and when picked up starts to do the damage.

Alternately you could swap the fireArrowProjectile::onCollision for fireArrowProjectile::radiusDamage(%this, %obj, %col, %distanceFactor, %pos, %damageAmt), for area damage as soon as it hits.

Finally, the collision could set up a scheduled radius check, like the door creator except temporary, and then do damage every 100 - 200ms.

This would be exactly what I need, but I don't know much about programming and computer basics so I'm not sure if I could script the function code.

Could you help me out?

When the explosion hits the floor it could create a few "items" using blank.dts and a fire emitter, and when picked up starts to do the damage.

Alternately you could swap the fireArrowProjectile::onCollision for fireArrowProjectile::radiusDamage(%this, %obj, %col, %distanceFactor, %pos, %damageAmt), for area damage as soon as it hits.

Finally, the collision could set up a scheduled radius check, like the door creator except temporary, and then do damage every 100 - 200ms.

This would be exactly what I need, but I don't know much about programming and computer basics so I'm not sure if I could script the function code.

Could you help me out?

Actually, I just got it working, thanks for all the help :D
On a side notw, would there be a way of doing the same thing for Impulse Radius?

Actually, thanks again for all the help, I'll make another thread for my other request.