Opposite of nuke...
Posted: Wed Jul 07, 2021 12:06 am
Would it be quick work to make some kind of a "Link nuke"... a weapon that instantly charges nodes? Or would that mess up the gameplay?
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A link nuke! I like it. That's some real out-of-the-box thinking there YEAH!YEAAAHHHHHHHHHH wrote: ↑Wed Jul 07, 2021 12:06 am Would it be quick work to make some kind of a "Link nuke"... a weapon that instantly charges nodes? Or would that mess up the gameplay?
Actually that is correct, at least in the case of healing players.YEAAAHHHHHHHHHH wrote: ↑Wed Jul 07, 2021 10:19 am Thanks, I don’t know jack about modding. I’m just naively wishful it’d be as easy as adding a “-“ before a damage output number somewhere
Could a "Link Nuke" charge a node and heal any players/vehicles within its splash damage? They all receive the same treatment once on the receiving end of a link gun anyway.Anonymous. wrote: ↑Wed Jul 07, 2021 11:18 pmActually that is correct, at least in the case of healing players.YEAAAHHHHHHHHHH wrote: ↑Wed Jul 07, 2021 10:19 am Thanks, I don’t know jack about modding. I’m just naively wishful it’d be as easy as adding a “-“ before a damage output number somewhere
I was playing around a little and got this working. Any nodes within blast radius are started.
Code: Select all
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
local actor Victim;
local ONSPowerNode Node;
Super.HurtRadius(DamageAmount, DamageRadius, DamageType, Momentum, HitLocation);
foreach VisibleCollidingActors( class 'Actor', Victim, DamageRadius, HitLocation )
{
if( (Victim != self) && (Victim.Role == ROLE_Authority) && (Victim.IsA('ONSPowerNode')))
{
Node = ONSPowerNode(Victim);
Node.Bump(Instigator);
}
}
}