View Full Version : One more - molotov
Joonas
01-18-2003, 02:03 PM
Here somewhere, I think:
</font><blockquote><font size="1" face="Verdana, Arial">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> [Message] Frame = 0; String = "this->P_Explosion( 1.0, 5.0, 20, 1, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 0; String = "this->P_Explosion( 0.5, 1.6, 20, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 1; String = "this->P_Explosion( 0.5, 1.5, 19, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 2; String = "this->P_Explosion( 0.5, 1.4, 18, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 3; String = "this->P_Explosion( 0.5, 1.3, 17, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 4; String = "this->P_Explosion( 0.5, 1.2, 16, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 5; String = "this->P_Explosion( 0.5, 1.1, 15, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 6; String = "this->P_Explosion( 0.4, 1.0, 14, 4, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 7; String = "this->P_Explosion( 0.3, 0.8, 13, 3, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 8; String = "this->P_Explosion( 0.2, 0.6, 12, 2, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 9; String = "this->P_Explosion( 0.1, 0.4, 11, 1, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame =10; String = "this->P_Explosion( 0.1, 0.2, 9, 1, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame =11; String = "this->P_Explosion( 0.1, 0.11, 8, 1, TRUE, FALSE, FALSE, FALSE );";
}
}
[Attributes]
Direction = ( 0, 0.4, 1 );
Accuracy = 125;
Speed = 10;
SpeedRandom = 5%;
Damage = 50;
RicochetMaximumAngle = 0;
RicochetSpeedMultiplier = 0.00001;
RicochetMinimumSpeed = 1;
RicochetUntilOnGround = false; // true for projectiles that create level items
VisibilityMaximumSpeed = 1000; [/code]</blockquote><font size="2" face="Verdana, Arial">... But where? I would like the little flame-fragments to fly farther...
Fraeon Waser Duhni
01-18-2003, 02:09 PM
Change these(to bigger values, naturally): this->P_explosion( 0.5, 1.6, 20, 5, TRUE, FALSE, FALSE, FALSE);
Since:
P_Explosion( float hotspotDistance, float falloffDistance, float hotspotDamage, float falloffDamage, bool causesFireDeath, bool causesExplosionDeath, bool ignoreSender, bool ignoreDodgeImmortal );
EDIT: It seems I'm not understanding the idea here, anyway, those values just increase the explosion radius, right? images/icons/confused.gif
[ 01-18-2003, 02:16 PM: Message edited by: Fraeon-Waser-Duhni ]
Maddieman
01-18-2003, 02:10 PM
graemlins/brickwall.gif
Which projectile is this? There's about 3 of them for the molotov.
I think the one you want is frag_molotov- but I can't remember.
Anyway, when you find the right one, just increase the speed a bit. Try between 10 and 20.
Joonas
01-18-2003, 02:15 PM
For MaddieMan:
</font><blockquote><font size="1" face="Verdana, Arial">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">#include <..\object_lods.h>
// -------------------------------------------------------------------
// Molotov Cocktail Projectile
// -------------------------------------------------------------------
[LOD] { [Geometry] exportdata = ..\..\weapons\molotov\molotov_lod0.kf2; Distance = PROJECTILE_LOD_FAR ; }
[Animationset]
{
[Animation] Index = PROJECTILEANIM_DEFAULT; Filename = ..\..\weapons\molotov\molotov_Shoot.kf2;
[Properties]
{
[Message] Frame = 0; String ="this->PS_StartEffect ( molotov_smoke, \"\" );";
}
[Animation] Index = PROJECTILEANIM_RICOCHET; Filename = ..\..\weapons\molotov\molotov_Default.kf2;
[Animation] Index = PROJECTILEANIM_EXPLODE; Filename = ..\..\weapons\molotov\molotov_Explode.kf2;
[Properties]
{
[Message] Frame = 0; String ="this->P_CreateProjectile ( frag_molotov, 100 );";
[Message] Frame = 0; String ="this->D_CreateDecal ( molotov );";
[Message] Frame = 0; String ="this->P_AlertEnemies( 10 );";
[Message] Frame = 0; String = "this->P_Explosion( 1.0, 5.0, 20, 1, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 0; String = "this->P_Explosion( 0.5, 1.6, 20, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 1; String = "this->P_Explosion( 0.5, 1.5, 19, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 2; String = "this->P_Explosion( 0.5, 1.4, 18, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 3; String = "this->P_Explosion( 0.5, 1.3, 17, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 4; String = "this->P_Explosion( 0.5, 1.2, 16, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 5; String = "this->P_Explosion( 0.5, 1.1, 15, 5, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 6; String = "this->P_Explosion( 0.4, 1.0, 14, 4, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 7; String = "this->P_Explosion( 0.3, 0.8, 13, 3, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 8; String = "this->P_Explosion( 0.2, 0.6, 12, 2, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame = 9; String = "this->P_Explosion( 0.1, 0.4, 11, 1, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame =10; String = "this->P_Explosion( 0.1, 0.2, 9, 1, TRUE, FALSE, FALSE, FALSE );";
[Message] Frame =11; String = "this->P_Explosion( 0.1, 0.11, 8, 1, TRUE, FALSE, FALSE, FALSE );";
}
}
[Attributes]
Direction = ( 0, 0.4, 1 );
Accuracy = 125;
Speed = 10;
SpeedRandom = 5%;
Damage = 50;
RicochetMaximumAngle = 0;
RicochetSpeedMultiplier = 0.00001;
RicochetMinimumSpeed = 1;
RicochetUntilOnGround = false; // true for projectiles that create level items
VisibilityMaximumSpeed = 1000;
SmallProjectile = FALSE;
Debris = FALSE;
RandomizeDirection = FALSE;
RandomizeRotation = FALSE;
CollisionExplosion = TRUE;
DelayedExplosion = FALSE;
ExplosionDelay = 0.0;
GravityMultiplier = 0.5;
UseLookAt = FALSE;
DamagesCharacter = TRUE;
ItemsToCache = 1;
MeshesToCache = 1;
DeathCause = PROJECTILEDEATH_BURNING;
AdultContent = FALSE;
BloodProjectile = FALSE; // uses same detail level settings as debris but is not debris [/code]</blockquote><font size="2" face="Verdana, Arial">
Maddieman
01-18-2003, 02:21 PM
I couldn't help but notice that you changed the amount of frag molotov spawned to 100 - didn't that produce a hundered flame-fragments? If it did then you should first lower it back to something more reasonable, then open the frag_molotov.txt and change its speed to about 20. That should get them to fly further.
If that doesn't work then the other projectile to investigate is the damage_molotov fire projectile. That's the one used to set the enemies on fire during their burning death animations.
Joonas
01-18-2003, 02:31 PM
Nope. That only increased the flying/throwing speed of the cocktail itself... images/icons/frown.gif
EDIT: I'm trying... images/icons/smile.gif
[ 01-18-2003, 02:38 PM: Message edited by: Joonas ]
Maddieman
01-18-2003, 02:34 PM
yes..but what about the frag_molotov.txt? graemlins/brickwall.gif
Molotov.txt is the thrown weapon, and when it explodes it creates 5 (in your one 100) frag_molotov projectiles. Change the speed of those, like I said last time.
Joonas
01-18-2003, 02:41 PM
Be happy, Maddie...
images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif
Maddieman
01-18-2003, 02:46 PM
I just tested it a minute ago - works fine.
If you want to increase the distance of the flames, open up frag_molotov.txt and change the projectile's speed to 20.
That's all there is to it. images/icons/smile.gif
Joonas
01-18-2003, 03:00 PM
Well, I'm think I test with the Random Speed some... To get it looking more realistic... If there were something like burning liquid... THEN it would be realistic...
The 20 is too fast, by the way... images/icons/smile.gif
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