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Star Wolves 3D space RPG with deep strategy and tactical elements

 
 
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Old 07-05-2015, 11:43 AM
nocalora29's Avatar
nocalora29 nocalora29 is offline
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Join Date: Dec 2011
Posts: 518
Default @Neo Genesis

Thats actually an good Idea, since the Story also wants to tell us that Stations blow up very easly, (Example: The Intro) A few T3 Torpedoes normally should do the Job, I probably also will make an Optional Plugin for this .


Wait... You Stopped the AI from Spamming their Pulse Lasers?, I thougt that would be Impossible o.O

I Don't really know what to think of nerfing almost every Weapon In-Game to stop the AI from (probably) using an Glitch, not really sure about this one, I have to admit, but thats just me.


About the GK's: I think an even Better Idea would be not to replace, but to Add New Weapons which do that, I Already Plan to add many more Weapons that are based of Already existing ones but with Minor Alterations, such as making an High-DMG HCB-Melter Plasma Biggun, into an Low-DMG Rapid-Fire HCB-Melter Plasma Biggun.

That is just an Example, but of course I also Plan to add more "Unique" ones too, its just that making the Custom SFX for these Weapons is kinda Tricky. I really need get more into the Particle System of the Game.


About the Damage Area of Torpedoes
That is Indeed very Tricky... never done that before myself.

But I think the only way this would be Possible is to use the Alien Poison.

- Make your own PoisonDetonator first, should look like this
Code:
	<PoisonDetonator name="APD_Nuke">
		<time_to_live>60</time_to_live> <!-- How long the Rocket Continues to Exist until the Gods of the Rockets become Evil and Banishes it for not colliding with Somebody in X Seconds -->
		<damage>300</damage> <!-- Damage, better set this up to standard Torpedo DMG or your desired Nuke damage -->
		<explosion_distance>5</explosion_distance> <!-- Explosion Distance, how much further they Rocket has to go to the Target until it goes BOOM. I Recommend setting it to low as Possible, or you might hit yourself with an Atomic Missile. (Ouchie!)-->
		<poisoned_area_radius>100</poisoned_area_radius> <!-- DAMAGE AREA-->
		<poison_effect_duration>1</poison_effect_duration> <!-- Duration, Set this to 1. -->
		<rate_of_poisoning>1</rate_of_poisoning> <!-- I don't Exactly know what this does, but I think it has something to do with the Rate of the Poisonings hehe -->
	</PoisonDetonator>
Aaaaaannd then Apply it to your Torpedo-Launcher in the Modules.xml file as PoisonDetonator, aka "APD_Nuke"

Voila --argh... I Really don't know if this will work, but it should...
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Last edited by nocalora29; 07-06-2015 at 10:03 PM.
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