Here's what I believe to be the script portion for the rocket launcher damage.
datablock ExplosionData(rocketExplosion)
{
//explosionShape = "";
explosionShape = "./explosionSphere1.dts";
soundProfile = rocketExplodeSound;
lifeTimeMS = 150;
particleEmitter = rocketExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
emitter[0] = rocketExplosionRingEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "3.0 10.0 3.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
// Dynamic light
lightStartRadius = 5;
lightEndRadius = 20;
lightStartColor = "1 1 1 1";
lightEndColor = "0 0 0 0";
damageRadius = 3;
radiusDamage = 100;
impulseRadius = 6;
impulseForce = 4000;
};
AddDamageType("RocketDirect", '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1', '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',1,1);
AddDamageType("RocketRadius", '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1', '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',1,0);
datablock ProjectileData(rocketLauncherProjectile)
{
projectileShapeName = "./RocketProjectile.dts";
directDamage = 30;
directDamageType = $DamageType::RocketDirect;
radiusDamageType = $DamageType::RocketRadius;
impactImpulse = 1000;
verticalImpulse = 1000;
explosion = rocketExplosion;
particleEmitter = rocketTrailEmitter;
brickExplosionRadius = 3;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 30;
brickExplosionMaxVolume = 30; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 60; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
sound = rocketLoopSound;
muzzleVelocity = 65;
velInheritFactor = 1.0;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = true;
lightRadius = 5.0;
lightColor = "1 0.5 0.0";
uiName = "Rocket";
};
Anyone want to tell me what to change? ;D
Because I change directdamage but the explosion needs to be weakened.