Explosions
Функции
- get_explosion_damage
- item_make_explosive
- metarule2_explosions
- set_attack_explosion_art
- set_attack_explosion_pattern
- set_attack_explosion_radius
- set_attack_is_explosion_fire
- set_dynamite_damage
- set_explosion_max_targets
- set_explosion_radius
- set_plastic_damage
get_explosion_damage
Macro
array get_explosion_damage(itemPid)
Returns an array of the minimum and maximum damage of the explosive item.
item_make_explosive
funcX
void item_make_explosive(int pid, int activePid, int minDamage, int maxDamage)
- makes the specified item (pid) an explosive item like Dynamite or Plastic Explosives
maxDamageis optionalactivePidis for an item with an active timer, can be the same as thepidargument- the item proto must be “Misc Item” type and have “Use” action flag
- minDamage/maxDamage are the minimum and maximum explosion damage
- using the function on an item that is already set as an explosive will override its previous settings
- NOTE: this function does not work for pids of Dynamite and Plastic Explosives
metarule2_explosions
int metarule2_explosions(int arg1, int arg2)
Was made as a dirty easy hack to allow dynamically change some explosion parameters (ranged attack). All changed parameters are reset to vanilla state automatically after each attack action.
set_attack_explosion_art
Macro
void set_attack_explosion_art(x, y)
Y not used and X is a misc frame ID (last 3 bytes, without object type) to use for the next explosion.
set_attack_explosion_pattern
Macro
void set_attack_explosion_pattern(x, y)
Currently Y is not used and X means: 1 - reduced explosion pattern (3 effects are spawned instead of 7), 0 - full pattern.
set_attack_explosion_radius
Macro
void set_attack_explosion_radius(x)
Changes radius at which explosion will hit secondary targets for the next attack (from the experiments it is limited to something around 8 by the engine).
set_attack_is_explosion_fire
Macro
void set_attack_is_explosion_fire
If you call this right before using a weapon with fire damage type (e.g. in HOOK_AFTERHITROLL), it will produce explosion effects (and radius damage) just like “explosion” type, but all targets will still receive fire damage.
set_dynamite_damage
Macro
void set_dynamite_damage(minDmg, maxDmg)
Sets the minimum and maximum damage for Dynamite. Changed damage will be reset each time the player reloads the game.
set_explosion_max_targets
Macro
void set_explosion_max_targets(x)
Sets the maximum number of additional targets for an explosion, valid range: 1..6 (default is 6).
set_explosion_radius
Macro
void set_explosion_radius(grenade, rocket)
Sets a permanent radius of the explosion for grenades and/or rockets. Passing 0 means not changing the corresponding radius. Changed radius will be reset each time the player reloads the game.
set_plastic_damage
Macro
void set_plastic_damage(minDmg, maxDmg)
Sets the minimum and maximum damage for Plastic Explosives. Changed damage will be reset each time the player reloads the game.