[Weapon] Fixed JDAM

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Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

[Weapon] Fixed JDAM

Post by Sniperdog »



We applied a type of code to the JDAM Projectile called a "supply area". This is the same type of code that causes damage on the Molotov cocktail and map statics that are on fire. Infantry who are killed behind cover area killed by the weapon as its falling although to those who died it will seem as if they are killed by the explosion :P . The two reasons why this code is so useful are 1: It does this damage regardless of your cover; and 2: You can put many different layers of this code on a projectile where with the primary explosion you can only put on one damage variable.

In addition to being used on the JDAM this type of code can also be used to create highly configurable scaled explosions as you can put many layers of this customizable code at varying damage rates so that people within certain regions sustain a certain amount of damage as the munition is falling. (IE only being wounded a certain amount as opposed to killed)

Props to Alex6714 for thinking to use this code :)


RIP FailDAM

ps. If your curious about the "Holy Hand Grenade of Doom!" It is essentially a JDAM packed into a grenade which is active as soon as its released...
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Will Stahl aka "Merlin" in the Squad community
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: [Weapon] Fixed JDAM

Post by Smegburt_funkledink »

Good work Alex.

PR Highlights - 0.9 Improved Area Attacks

^ Just to direct anyone that may have questions that're answered in the highlights thread.

Had fun testing this last night. :thumbsup:
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Weapon] Fixed JDAM

Post by AfterDune »

Let's not have two threads about the same subject :) .

https://www.realitymod.com/forum/f196-p ... tacks.html
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