[Solved] How to dissociate direct hit and AOE?
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Re: [Solved] How to dissociate direct hit and AOE?
see http://forum.maniaplanet.com/viewtopic.php?t=27903 regarding the actual topic of this thread
Re: [Solved] How to dissociate direct hit and AOE?
I found a trick to avoid that (at least the time to find where that glitch is from): Because that loop started only when a player eliminated his last opponent with his custom weapon in the Slot_A, I unequipped this weapon right after the elimination. So I put this line of code at the end of the OnArmorEmpty event:djhubertus wrote:I have the same, gauge sound are looping and to stop, player need to leave server.
Code: Select all
ActionBind(Event.Shooter,CSmMode::EActionSlot::Slot_A,CSmMode::EActionInput::None);
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Re: How to dissociate direct hit and AOE?
I have another question to come back to the actual topic of this thread:
The problem is if the explosion is not so close to the target (between 1 and 2m to be exact), damages are between 100 and 0. So it doesn't make a +1 (that's what I want) but the victim feels an impact (because of the sound triggered when you're hit, even if the damages are lower than 100 and event if I discard the onhit event). It's quite confusing during a play, you're not sure if you've been hit or not...
Is it possible to create a damage attenuation between 200 and 100 then directly 0? Or something similar. Thx!
I used that but I'm now wondering, is it possible to create a bullet which makes a +2 for a direct hit, a +1 for hit by aoe and nothing further? Because I put Damage Radius = 2 and Damage Radius Attenuation = 1 and damages = 200 so the weapon deals between 200 and 100 damages (+2 or +1) from a distance of 0 to 1m.Cerovan wrote:Nevertheless, with a custom-created weapon, you can specify the damage done by a direct hit and those within an AoE (http://maniaplanet.github.io/documentat ... eapon.html).
Look at the values "Damage Radius" and "Damage Radius Attenuation" in the Gameplay explosion tab of the bullet
The problem is if the explosion is not so close to the target (between 1 and 2m to be exact), damages are between 100 and 0. So it doesn't make a +1 (that's what I want) but the victim feels an impact (because of the sound triggered when you're hit, even if the damages are lower than 100 and event if I discard the onhit event). It's quite confusing during a play, you're not sure if you've been hit or not...
Is it possible to create a damage attenuation between 200 and 100 then directly 0? Or something similar. Thx!
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- phil13hebert
- Posts: 564
- Joined: 29 Oct 2011, 14:11
- Location: Québec
Re: [Solved] How to dissociate direct hit and AOE?
You could just verify that the damage is under 100 and pass if it is.
Code: Select all
if (Event.Param1 == "damage" && ...) {
if (Event.Param2[0] < 100) {
PassOn(Event);
} else {
// Remove armor
}
}
OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
Re: [Solved] How to dissociate direct hit and AOE?
What's the difference between discard and passon? Because I'm doing what you said with the discard function. The victim is not really hit (no +1, no hit sound, no damages) but there is that disturbing sound, you know the same as during warm-up.
I just thought about a simple solution, I'll short the radius to 1m and if a player gets some damages (from 1 to 199), I'll transform this amount to 100 to have a +1. Should work.
I just thought about a simple solution, I'll short the radius to 1m and if a player gets some damages (from 1 to 199), I'll transform this amount to 100 to have a +1. Should work.
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