Nmenth 289 Posted May 5, 2008 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 Share this post Link to post
Nmenth 289 Posted May 7, 2008 (edited) 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 May 7, 2008 by Nmenth Share this post Link to post
Doctor Destiny 40 Posted May 7, 2008 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. Share this post Link to post
Nmenth 289 Posted May 7, 2008 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... Share this post Link to post