Splash Damage?

Well, it bugs me that frigates can fly straight through an exploding capship and come out unscathed.  I was wondering if it is posssible to give all explosions splash damage.  This could add some new strategies as well.  (such as flying your dying battleship into the middle of the enemy fleet, and making sure your fleet is not too tightly packed.)   In the same veign, is it possible have a small amount of constant damage while in a debris feild?

4,976 views 5 replies
Reply #1 Top

i think that is coded if you want that play a game called o.r.b i fthe ships in that game touch something they die

Reply #2 Top

While unfortunately I don't think the debris field would be doable, you might be able to set up an ability that does damage upon death.  Though you'd probably have to give that ability to every single ship for it to work the way you're saying.  The TEC starbase is probably a good place to start, since it's got that damaging self destruct.  'Course, there might be other ways too, this is just the first that came to mind.

Reply #3 Top

Abilities are the only solution here.

Splash damage can be added to weapons fire to do damage in an arbitrary radius around the impact using an weapon modifier ability.

Damage from ship death may be a little trickier.  There doesn't appear to be an OnDeath AI Usage condition... just OnlyWhenAboutToDie.  I'm not sure when exactly that condition actually fires, when the object is actually dying or simply when it's low on health and presumably will die.  Doing damage to an area isn't really the problem here it's getting it to do so when it's appropriate and accurate (actual ship explosion).  If OnlyWhenAboutToDie fires only when the AI has a chance to use it and isn't actually dead yet, then in order for this to work you'd have ships exploding themselves before they were actually killed.  I suspect this may be the case as I would think AI on an object stops running and executing new commands when it's dead (IE doesn't exist anymore).  Maybe someone who has experimented with this condition can give a clearer picture of what it actually does.

In either case, having to do this with abilities means that you would have to use an ability slot (or two, if you want to do both) up to add it.  This will be a problem on some ships.  Capital ships in particular use up all the standard ability slots.  There is a hidden 5th ability slot that works with passive abilities only that can be used but is a bit fidgetty when it comes to Dev mode (giving error pop-ups all the time, even though it works fine) and that would only give you one ability slot, not the two you might need for both types of splash damage.

-dolynick

Reply #4 Top

Quoting dolynick, reply 3
Abilities are the only solution here.

Splash damage can be added to weapons fire to do damage in an arbitrary radius around the impact using an weapon modifier ability.

Damage from ship death may be a little trickier.  There doesn't appear to be an OnDeath AI Usage condition... just OnlyWhenAboutToDie.  I'm not sure when exactly that condition actually fires, when the object is actually dying or simply when it's low on health and presumably will die.  Doing damage to an area isn't really the problem here it's getting it to do so when it's appropriate and accurate (actual ship explosion).  If OnlyWhenAboutToDie fires only when the AI has a chance to use it and isn't actually dead yet, then in order for this to work you'd have ships exploding themselves before they were actually killed.  I suspect this may be the case as I would think AI on an object stops running and executing new commands when it's dead (IE doesn't exist anymore).  Maybe someone who has experimented with this condition can give a clearer picture of what it actually does.

In either case, having to do this with abilities means that you would have to use an ability slot (or two, if you want to do both) up to add it.  This will be a problem on some ships.  Capital ships in particular use up all the standard ability slots.  There is a hidden 5th ability slot that works with passive abilities only that can be used but is a bit fidgetty when it comes to Dev mode (giving error pop-ups all the time, even though it works fine) and that would only give you one ability slot, not the two you might need for both types of splash damage.

-dolynick
End of dolynick's quote

There isn't an OnDeath Ai condition but there is an OnOwnerDeath instantActionTriggerType ;)

Reply #5 Top

Quoting gruntmaster1, reply 4

There isn't an OnDeath Ai condition but there is an OnOwnerDeath instantActionTriggerType
End of gruntmaster1's quote

Ah. Right.

I could have sworn there was an OnDeath hook somewhere but when I took a quick reference look before I posted, I didn't see it in the abilities I would have expected to see it in.  It actually makes perfect sense.  It seemed odd but I haven't ever actually messed around with or created any abilities that dealt with an OnDeath event in my own modding so I figured I should just post based on what I could find available.  Thanks for pointing that out, both for the OP and for my own reference.

-dolynick