Splash damage on firearma

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Keln

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I've been playing Warband for a long long time and lately I've been tweaking things in the game just for kicks. I had an idea where I wanted to add the effect of a cannon firing an exploding projectile. Looks don't matter to me much, so I wanted to use a blunderbus (I'm using the expanded Floris mod) to accomplish this "cannon-esque" role. I've looked around and have seen a few threads talking about a splash damage code (such as http://forums.taleworlds.com/index.php/topic,59622.0/nowap.html), but I can't for the life of me decipher where exactly I am supposed to use that code. The explanations are brief and I'm not sure what they're talking about. Currently all I use is Morgh's editor and there isn't any options for adding code to an item on there.

Is there a way to accomplish this with the editor? If not, where do I try these splash damage codes? I have notepad++ and use it to edit a lot of other games, but I'm just not that familiar with what to edit in warband. Can anyone point me in the right direction?
 
You basically have two sources of inflicting damage -
插入代码块:
add_missile
and
插入代码块:
agent_deliver_damage_to_agent
. There are also ways of catching when projectiles are emitted or hit stuff - they are ti_on_weapon_attack (when you shoot a gun), ti_on_missile_hit (when an ammo hits something), ti_on_scene_prop_hit (prop is hit), ti_on_agent_hit (agent is hit). The most straightforward way of making use of these triggers is to define a special cannon ammo and then use ti_on_missile_hit to catch it. Then, find agents within a certain distance of the missile and inflict damage with
插入代码块:
agent_deliver_damage_to_agent
. While randomizing added shrapnel is more realistic, it's slightly more complicated and combining the two will probably be more satisfactory.
 
Somebody 说:
You basically have two sources of inflicting damage -
插入代码块:
add_missile
and
插入代码块:
agent_deliver_damage_to_agent
. There are also ways of catching when projectiles are emitted or hit stuff - they are ti_on_weapon_attack (when you shoot a gun), ti_on_missile_hit (when an ammo hits something), ti_on_scene_prop_hit (prop is hit), ti_on_agent_hit (agent is hit). The most straightforward way of making use of these triggers is to define a special cannon ammo and then use ti_on_missile_hit to catch it. Then, find agents within a certain distance of the missile and inflict damage with
插入代码块:
agent_deliver_damage_to_agent
. While randomizing added shrapnel is more realistic, it's slightly more complicated and combining the two will probably be more satisfactory.

Thanks for replying. I get the gist of what you're saying...but where exactly do I find these values/triggers/whatever. What file(s) do I attempt to modify and where? I'm not a noob at modding games in general so I can probably pick it up quick with some trial and error, but I am a noob at modding M&B and have no idea which files are the prime ones for doing this.
 
You find the stuff in the module system files which you need for modding M&B - you can get the module system here http://forums.taleworlds.com/index.php/topic,111706.0.html
For compiling the module system you need to have Python installed on your PC.
The ti_on_missile_hit, ti_on_weapon_attack, etc., are triggers in module_items.
 
oroboros 说:
You find the stuff in the module system files which you need for modding M&B - you can get the module system here http://forums.taleworlds.com/index.php/topic,111706.0.html
For compiling the module system you need to have Python installed on your PC.
The ti_on_missile_hit, ti_on_weapon_attack, etc., are triggers in module_items.

Yeah, I got that figured out now. Since it's in a mod, in this case Floris, then the module system doesn't work and I got the Floris development stuff...but that is way complicated with all of the folders compared to the simple module system and I'll save all of that nonsense for a rainy day. Thanks for the reply.  :mrgreen:
 
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