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Modding problems

PostPosted: 08 Nov 2012, 12:30
by lamefun
Shotgun has considerable spread even with shotgunspread1 0.

Flamer secondary shots don't explode if they're close to player.

If damage is 0, status effects (like slow) don't have effect.

If guided is 3 and bounceppl is enabled, projectiles still explode on contact, they don't bounce.

Many particle types don't scale by cook 1, (like parttype 9).

Flak gets instantly absorbed by ground if bouncegeom is not enabled (not a bug?).

Re: Modding problems

PostPosted: 08 Nov 2012, 19:51
by bonifarz
For the shotguns spread, try
{l Code}: {l Select All Code}
shotgunminspread1 2

The other points are probably all intended behavior, and yes, zero damage disables residuals, as well as anything related to hitpush. Whether a projectile explodes or not is determined by collision events and lifetime settings, as far as i understand, and depending on the particle you are using, it is hard to distinguish. Some particle effects are not only scaled by the size, but also by the length. For the bounce issues, you should provide your exact collide variable value.

Re: Modding problems

PostPosted: 17 Nov 2012, 19:21
by lamefun
{l Code}: {l Select All Code}
plasmacollide2 465
plasmacritmult 1.0
plasmadamage2 1
plasmaheadmin2 0.0
plasmahitpush2 0.0
plasmalegsdmg2 0.1
plasmaparttype2 5
plasmaradial2 1000
plasmaradius2 10.0
plasmaslow2 1.0
plasmaspeed2 500
plasmataperin2 0.1
plasmataperout2 0.1
plasmatorsodmg2 0.1
plasmawhipdmg2 0.1


I can't get it to only deal 1 damage per second no matter what I do.