Re: [Solved] How to dissociate direct hit and AOE?
Posted: 01 Jun 2014, 12:22
see http://forum.maniaplanet.com/viewtopic.php?t=27903 regarding the actual topic of this thread
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.
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ActionBind(Event.Shooter,CSmMode::EActionSlot::Slot_A,CSmMode::EActionInput::None);
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
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if (Event.Param1 == "damage" && ...) {
if (Event.Param2[0] < 100) {
PassOn(Event);
} else {
// Remove armor
}
}