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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-27-2004, 05:43 PM   #1 (permalink)
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Default Primary and secondary damages.

How do I calculate the total damage unit inflicts? Can i make primary and secondary damage of different types.

Example:

Weapon ScorpionMissileWeapon
PrimaryDamage = 100.0
PrimaryDamageRadius = 5.0
SecondaryDamage = 80.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 150.0
MinimumAttackRange = 40.0
DamageType = EXPLOSION
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Old 08-27-2004, 06:04 PM   #2 (permalink)
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Basically, to calculate damage, imagine a circle with the Secondary Damage radius. Everything within this circle will recieve the Secondary Damage. Now imagine another circle with the primary damage radius. Everything within this circle will recieve the Primary Damage in addition to the Secondary Damage.

You cannot have two different damage types on the same weapon. But you can be cunning (only works on projectile weapons). IIRC, the actual Projectile object (eg. GenericTankShell) can be given a FireWeaponWhenDead module:
Code:
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_XX
    DeathWeapon   = SecondaryWeapon
    StartsActive  = Yes                      
  End
Simply make a new weapon which has the other damage type you want and specify it in the DeathWeapon field. As it is just basically an explosion you don't need most of the fields for the weapon entry though, eg.
Code:
Weapon SecondaryWeapon
  PrimaryDamage           = x.0
  PrimaryDamageRadius     = x.0
  DamageType              = EXPLOSION
  DeathType               = NORMAL
  FireFX                  = SecondaryWeaponFX
  RadiusDamageAffects     = ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE
  DelayBetweenShots       = 100000        ; time between shots, msec
  ClipSize                = 1            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0            ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End
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Old 08-27-2004, 06:37 PM   #3 (permalink)
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And if I need 2 damage types for laser I just need to give my firing unit WeaponSet with 2 separate weapons that fire from the same turret... Right?
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Old 08-27-2004, 07:30 PM   #4 (permalink)
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Quote:
Originally Posted by DJRowley
Basically, to calculate damage, imagine a circle with the Secondary Damage radius. Everything within this circle will recieve the Secondary Damage. Now imagine another circle with the primary damage radius. Everything within this circle will recieve the Primary Damage in addition to the Secondary Damage.
I have to correct you there. Primary damage doesn't add up to the secondary. To try it, just set PrimaryDamage=10, PrimaryDamageRadius=20, SecondaryDamage=999999 and SecondaryDamageRadius = 200. Then fire the weapon at a tank. Everything else will blow up, but the tank will suffer a small amount of damage.
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Old 08-27-2004, 07:49 PM   #5 (permalink)
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DJ, you just revived one of my old ideas for PoWs... can't believe I never thought of this, but that would be great for the way I want Flashbangs to work (units would be subdued, then would surrender later)

thanks bro
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Old 08-28-2004, 03:12 PM   #6 (permalink)
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Quote:
Originally Posted by ImmoMan
Quote:
Originally Posted by DJRowley
Basically, to calculate damage, imagine a circle with the Secondary Damage radius. Everything within this circle will recieve the Secondary Damage. Now imagine another circle with the primary damage radius. Everything within this circle will recieve the Primary Damage in addition to the Secondary Damage.
I have to correct you there. Primary damage doesn't add up to the secondary. To try it, just set PrimaryDamage=10, PrimaryDamageRadius=20, SecondaryDamage=999999 and SecondaryDamageRadius = 200. Then fire the weapon at a tank. Everything else will blow up, but the tank will suffer a small amount of damage.
Oh. Ooops That gives me an idea for a new weapon actually... :devil:
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Old 08-29-2004, 02:52 AM   #7 (permalink)
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Quote:
Originally Posted by ImmoMan
Quote:
Originally Posted by DJRowley
Basically, to calculate damage, imagine a circle with the Secondary Damage radius. Everything within this circle will recieve the Secondary Damage. Now imagine another circle with the primary damage radius. Everything within this circle will recieve the Primary Damage in addition to the Secondary Damage.
I have to correct you there. Primary damage doesn't add up to the secondary. To try it, just set PrimaryDamage=10, PrimaryDamageRadius=20, SecondaryDamage=999999 and SecondaryDamageRadius = 200. Then fire the weapon at a tank. Everything else will blow up, but the tank will suffer a small amount of damage.
Then what happens when the secondary damage radius is smaller than the primary one? (Both damage radii start from the center)
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Old 08-29-2004, 07:12 AM   #8 (permalink)
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That'll make the game crash.
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