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I have made a flame tank of sorts that launches balls of liquid napalm, but for some reason, it is far too strong against wood and steel armored buildings, one-hit killing them.

 

I can not figure out why, as

 

1) Its damage=100

2) Its verses=125%,110%,100%,40%,35%,25%,50%,30%,25%,50%,50%

3) It does very little damage to concrete armor compaired to the one-hit kills on wood/steel

4) It does not use CellSpread

 

I did add a fire animation effect in Art for continued damage, but

 

1) It causes damage=40

2) Its warhead's Verses=100%,100%,100%,40%,30%,20%,30%,20%,15%,50%,50%

3) It does very little damage to concrete armor

4) It does not use CellSpread

 

Example of what is does:

 

Soviet radar

Armor=wood

Strength=1000

LiquidNapalm=instant destruction

 

Oil derrick

Armor=steel

Strength=1000

LiquidNapalm=instant destruction

 

Nuclear reactor

Armor=concrete

Strength=1000

LiquidNapalm=less than two life pips of damage

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RulesMD.ini

 

[PICK] ; Pickup made into Flame Tank

ROT=5

Cost=1200

Size=3

Armor=heavy

Image=4TNK

Owners=Africans

Sight=8

Speed=5

Points=30

Turret=yes

UIName=Name:FLAMER ; Value=Flame Tank

Weight=3.5

Crusher=yes

Primary=LiquidFireBall

Soylent=1200

Category=AFV

Explodes=yes

IsTilter=yes

Strength=500

Explosion=BRRLEXP1

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

MaxDebris=3

MoveSound=RhinoTankMoveStart

TechLevel=1

Trainable=yes

VoiceMove=GenSovVehicleMove

CrushSound=TankCrush

CrateGoodie=yes

DeathWeapon=BarrelExplosion

ThreatPosed=25

VoiceAttack=GenSovVehicleAttackCommand

VoiceSelect=GenSovVehicleSelect

ElitePrimary=LiquidFireBallE

MovementZone=Destroyer

Prerequisite=FACTORY,NAPSYB

Insignificant=no

EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF

RequiredHouses=Africans

OpportunityFire=yes

VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER

DamageParticleSystems=SparkSys,SmallGreySSys

IsSelectableCombatant=yes

DeathWeaponDamageModifier=.1

AllowedToStartInMultiplayer=no

 

[LiquidFireBall]

ROF=110

Anim=SMOKEY2

Burst=2

Range=7

Speed=10

Bright=yes

Damage=100

Report=SlyGrenadeLauncher

Warhead=ScorchNapalm

Projectile=SprayNapalm

 

[LiquidFireBallE]

ROF=100

Anim=V3TRAIL

Burst=4

Range=7.5

Speed=15

Bright=yes

Damage=160

Report=SlyGrenadeLauncher

Warhead=ScorchNapalm

Projectile=SprayNapalm

 

[scorchNapalm]

Verses=125%,110%,100%,40%,35%,25%,50%,30%,25%,50%,50%

AnimList=NAPALM1

InfDeath=4

ProneDamage=70%

 

[NapalmWH]

Verses=100%,100%,100%,40%,30%,20%,30%,20%,15%,50%,50%

InfDeath=4

ProneDamage=50%

 

[sprayNapalm]

Image=PULSBALL

Arcing=true

SubjectToWalls=yes

SubjectToCliffs=yes

SubjectToElevation=yes

 

[Animations]

1110=NAPALM1

1111=NAPALM2

 

ArtMD.ini

 

[NAPALM1]

Image=FIRE02

Rate=450

Scorch=yes

Damage=60

Warhead=NapalmWH

Report=BuildingFireBig

Next=NAPALM2

 

[NAPALM2]

Image=FIRE01

Rate=450

Damage=40

Warhead=NapalmWH

Report=BuildingFireBig

 

...I think I got it all now...

Edited by Nmenth

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It's your animations. They never dissipate and they do 60 damage per shot at a very fast Rate. I would loop each animation only a few times and drastically decrease the damage done. You can use .02 or something similar and have it count as a valid damage variable.

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My animations don't loop. As far as I know, animations default to dissipate after completion of the final frame.

 

Anyway, you were right, my damage was too high.

 

I also figured out why concrete wasn't affected, the animations didn't appear when attacking concrete, obviously no animation = no damage.

This, however, causes me to wonder why the animations don't appear on concrete armored buildings...

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