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Was "destroy user" ever implemented correctly
Posted: Wed Jan 07, 2004 7:39 pm
by bertgoldstein
I've been trying to create a suicide bomb weapon, and I figured the easiest way to do that would be use "destroy user." But when I do that, the character I gave it to will explode taking 1000 damage, but everyone else in the blast radius will be knocked down, but take no damage, even if I set it to insanely high AP damage.
Is there some special way to set it up to work correctly, or is this just another thing that never got finished.
Posted: Wed Jan 07, 2004 8:13 pm
by Kashluk
It's "destroy user", right? It's not supposed to kill anyone else. It's useful when you need to kill a single char. Just make it an explosive trap?
Posted: Wed Jan 07, 2004 8:17 pm
by requiem_for_a_starfury
I think it does work correctly, I think destroy user was itended to be used for trapped or faulty weaponry.
Have you tried giving a tagname to some explosives in the entity editor and then adding them to someone's inventory? Then using triggers to start the timer on the explosives, perhaps when the actor sees one of the player's squad. Something I keep meaning to tryout myself, to see if it'll work.
Posted: Wed Jan 07, 2004 8:33 pm
by OnTheBounce
requiem_for_a_starfury wrote:I think it does work correctly, I think destroy user was itended to be used for trapped or faulty weaponry.
IIRC the only weapon it was used for in the game was the Hover Bots' suicide ram attack.
I was going to set up a weapon called a "Lunge Mine" modeled on a suicide anti-tank weapon used by the Japanese in WWII (6' pole + A-T mine + determined individual = knocked out Allied tank) and I remember what I did was to check/tick "Destroy User", but also to set a damage range and a radius for it.
Requiem's idea should theoretically work for something more akin to a suicide bomber, and you could set the trigger conditions for something like the bomber only having a certain %-age of HP remaining or something similar. However, this was used in Macomb in the core campaign, and I've never seen that bomb go off. (Can't remember what the conditions were, though, which is something I need to check for my Redux version...)
OTB
Posted: Wed Jan 07, 2004 9:44 pm
by requiem_for_a_starfury
OnTheBounce wrote:However, this was used in Macomb in the core campaign, and I've never seen that bomb go off.
It doesn't and it won't because they used normal dynamite though later, in St Louis with Burke, they did something similar with modified plastique which worked.
What you need to do is make a copy of the dynamite (or other explosives) and change it to a item trap instead of a timer trap, tick it activated and tagname it. Then place this dynamite in the actor's inventory and also trap the actor, in the level editor, with the edited dynamite. Then using the trigger from Macomb when the actor is hurt the bomb will go off and will also do damage to others.
Posted: Fri Jan 09, 2004 12:13 pm
by Flamescreen
Good to know that. Thanks guys.
Happy New Year to everyone here.
I'll be posting less here, from now on, but I'm finally getting somewhere with editing.
Enjoy.