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2 fear questions

Posted: Fri Nov 16, 2007 3:10 pm
by gugusm
I suck at Fear, so have 2 simple (I think) questions:

How to make my warlock's fireball's detonation radius bigger. I've rised it in 'warlock fireball' tag, but it doesn't seem to work right.

How to make my Myrmidon blow like a Wight when dying (you know, without any damage of course, but make his hands, legs, blades etc. fly away)?

Posted: Fri Nov 16, 2007 8:40 pm
by Fury IX
If you want the fireball to look bigger, I think you have to edit the collection or try messing with obje tags. If you just want it to do more damage you should just have to change the radius in that projectile tag from 4 - 4 to 8 - 8 or whatever.

Jagmans Myth+ "dust minion" myrms exploded on death. Could either copy his or duplicate all the wights explosion stuff, and change all the wight collection parts to myrm parts until it looked right. Im afraid I can't really explain how, it would be a lot of trial and error for me to do it. But I can try if you cant get it.

Posted: Sat Nov 17, 2007 12:53 am
by Gleep
If you want the fireball to look bigger you need to adjust the mesh effect for the fireball by giving it a larger radius. You'll also need to adjust the fireball projectile to cause damage in a larger radius.

To create an exploding myrm you should copy the wight explosion tags and make them myrm explosion tags. But if you don't want to cause damage or want a different amount then adjust the damage in the wight/myrm explosion projectile. The detonation velocity under the projectile tag is what causes the pieces to explode outward.

Posted: Sat Nov 17, 2007 6:05 am
by lank
Gleep wrote:The detonation velocity under the projectile tag is what causes the pieces to explode outward.
quick nitpick: this actually multiplies the damage and the expansion speed. so if either of those is zero, then the projectiles will just drop straight down. however, you can make the explosion radius tiny (less than the unit's pathfinding radius) and it shouldn't hurt anybody. there is also a useful little flag "does not affect monsters", which you might also want to check for good measure. :)

Posted: Sat Nov 17, 2007 10:53 am
by gugusm
Yea, I know how to make it look bigger (edit mesh effect), but still nothing changes with radius. I've tried already setting it to 25 to 25 for example (in projectile tag), but it still does damage only in it's previous radius (or something similar), but surely it isn't 25.

I'll try with Myrm as you wrote.

Posted: Mon Nov 19, 2007 9:52 am
by gugusm
OK, Myrm thing works fine, but still no idea why warlock's fireball explosion radius :wink: doesn't work :?

Posted: Mon Nov 19, 2007 11:23 am
by Khadrelt
gugusm wrote:I've tried already setting it to 25 to 25 for example (in projectile tag), but it still does damage only in it's previous radius (or something similar), but surely it isn't 25.
Explosion radii can't be more than 12, I believe. You can set it higher, but it won't go more than 12 ingame.

Posted: Mon Nov 19, 2007 4:38 pm
by gugusm
Khadrelt wrote:
gugusm wrote:I've tried already setting it to 25 to 25 for example (in projectile tag), but it still does damage only in it's previous radius (or something similar), but surely it isn't 25.
Explosion radii can't be more than 12, I believe. You can set it higher, but it won't go more than 12 ingame.
I've just checked it out and I think you're right Khadrelt. Is there any way to make it bigger?

Posted: Mon Nov 19, 2007 6:31 pm
by Khadrelt
If there is I'd sure like to know it...

I had this idea for an explosion that radiated outward very slowly with a visible mesh-rippling shockwave, demolishing everything in its path and eventually spreading over the whole map, killing you if you didn't complete the level fast enough...but no go. :cry:

Posted: Mon Nov 19, 2007 6:48 pm
by vinylrake
Khadrelt wrote:If there is I'd sure like to know it...

I had this idea for an explosion that radiated outward very slowly with a visible mesh-rippling shockwave, demolishing everything in its path and eventually spreading over the whole map, killing you if you didn't complete the level fast enough...but no go. :cry:
I don't know the exact dimensions, but you should check out the...um...I forget if it's the MMM tagset or the weirdobodomons2 plugin that has the nuclear wight. One or both of those have just insane shock waves - they don't travel over the WHOLE map, but they sure go far.

Posted: Mon Nov 19, 2007 7:21 pm
by lank
while it won't make explosion radii bigger, i just thought i'd add this little bit of trivia about the myth engine, after reading the last post. :)

suppose you have an explosion with a large radius and low rate of expansion, and a unit that moves faster than the expansion radius. detonate that projectile within range of your fast unit and move him away, out of the whole area of effect. then when the explosion's wavefront reaches where the unit was at the moment of detonation the unit will take the damage, even if he is outside the area of effect. similarly, a unit can walk through the wavefront and not take damage until it reaches where he was at the moment of detonation. which means that if you were out of range when it detonated, you can walk into the area of effect with impunity!

Posted: Mon Nov 19, 2007 7:25 pm
by lank
vinylrake wrote:
Khadrelt wrote:If there is I'd sure like to know it...

I had this idea for an explosion that radiated outward very slowly with a visible mesh-rippling shockwave, demolishing everything in its path and eventually spreading over the whole map, killing you if you didn't complete the level fast enough...but no go. :cry:
I don't know the exact dimensions, but you should check out the...um...I forget if it's the MMM tagset or the weirdobodomons2 plugin that has the nuclear wight. One or both of those have just insane shock waves - they don't travel over the WHOLE map, but they sure go far.
i can't remember the radius of damage of the mobile mega nuke of weirdobodomons, but it's pretty decent. nothing that will tear your map apart, but big enough for most purposes. take a look, if you like. if you don't have wm, you can probably find it at the tain.

(note that there's an update on the way - looking to fix a few old bugs and other problems since 1.4+ of myth 2. it will be out Soonâ„¢.)

Posted: Tue Nov 20, 2007 12:08 pm
by Khadrelt
lank wrote:suppose you have an explosion with a large radius and low rate of expansion, and a unit that moves faster than the expansion radius. detonate that projectile within range of your fast unit and move him away, out of the whole area of effect. then when the explosion's wavefront reaches where the unit was at the moment of detonation the unit will take the damage, even if he is outside the area of effect. similarly, a unit can walk through the wavefront and not take damage until it reaches where he was at the moment of detonation. which means that if you were out of range when it detonated, you can walk into the area of effect with impunity!
Well, there goes my idea...again.

I have succeeded in making shockwaves big enough to cover the whole map, but the explosion itself doesn't follow the whole shockwave - the damage stops after 12 WU, even though the shockwave continues.

Posted: Tue Nov 20, 2007 4:25 pm
by gugusm
Crap... :wink: :?