Explosive damage @ effect
- lightnessking.
- Nemesis
- Posts: 2050
- Joined: Fri Nov 27, 2009 9:27 pm
Explosive damage @ effect
Hey, I'm asking if it's able to have a new effect at the scenario editor with Explosive Damage, the effect is not available yet, so I'm asking if it's possible to add it, but I think it's also in the game engine.
If so, nothing can be done about it.
Hope to hear it soon!
If so, nothing can be done about it.
Hope to hear it soon!
You cannot make another post so soon after your last.
- President Obama
- Full Member
- Posts: 110
- Joined: Wed Mar 17, 2010 8:13 am
- Lobby Username: President Obama
- Location: Watching you from outside your window.
Re: Explosive damage @ effect
Just do what I did with the suicide bombers. Use the furies explosion effect and minus x amount of health from all near units. Its a bit more complex then that, you would have to look at my scen.
This signature is only 17kb. That makes it ftw.
- lightnessking.
- Nemesis
- Posts: 2050
- Joined: Fri Nov 27, 2009 9:27 pm
Re: Explosive damage @ effect
That's unpossible in my idea's because I want to make exploding arrows, you can't simply say explode area arround arrow. So if I increase explosive damage they will take effect.
You cannot make another post so soon after your last.
- lightnessking.
- Nemesis
- Posts: 2050
- Joined: Fri Nov 27, 2009 9:27 pm
Re: Explosive damage @ effect
Ghost do you think its able to edit the reserved effects and add explosive damage ??
You cannot make another post so soon after your last.
- Ghost
- Administrator
- Posts: 1894
- Joined: Fri Nov 07, 2008 12:25 am
- Lobby Username: [-Ts-] Ghost
- Location: San Francisco, CA, USA
Re: Explosive damage @ effect
There's a possibility it could be accomplished with a mod but it would alter the game version. If you want to know more about modding you could try going to EEH.
"Nothing is foolproof to a sufficiently talented fool."
-•¤Lazy Bone¤•-: we had to double ghost or we had no chance
•§ITHLORD§•(surfer): artylery give no many domage on aa mobile since 3 day
-•¤Lazy Bone¤•-: we had to double ghost or we had no chance
•§ITHLORD§•(surfer): artylery give no many domage on aa mobile since 3 day
- lightnessking.
- Nemesis
- Posts: 2050
- Joined: Fri Nov 27, 2009 9:27 pm
Re: Explosive damage @ effect
Ok next question, if I mod my game, create the scenario, uninstall all patches & re install them, wil the triggers still take effect in my scenario or won't they?
You cannot make another post so soon after your last.
- Ghost
- Administrator
- Posts: 1894
- Joined: Fri Nov 07, 2008 12:25 am
- Lobby Username: [-Ts-] Ghost
- Location: San Francisco, CA, USA
Re: Explosive damage @ effect
The triggers will work. Mods aren't saved into the scenario though.
"Nothing is foolproof to a sufficiently talented fool."
-•¤Lazy Bone¤•-: we had to double ghost or we had no chance
•§ITHLORD§•(surfer): artylery give no many domage on aa mobile since 3 day
-•¤Lazy Bone¤•-: we had to double ghost or we had no chance
•§ITHLORD§•(surfer): artylery give no many domage on aa mobile since 3 day
- lightnessking.
- Nemesis
- Posts: 2050
- Joined: Fri Nov 27, 2009 9:27 pm
Re: Explosive damage @ effect
Isnt it possible to add it into the next patch ?
You cannot make another post so soon after your last.
- Omega
- Administrator
- Posts: 1807
- Joined: Fri Nov 07, 2008 3:56 pm
- Lobby Username: [-Ts-] Ωmega
- Location: Washington, DC / USA
- Contact:
Re: Explosive damage @ effect
Add a way to make a trigger for it, you mean? No, sadly.lightnessking4you wrote:Isnt it possible to add it into the next patch ?
I could give Long Bows any area damage value other than their current one of zero, but that'd fuck gameplay a bit...
I could also allow you to upgrade the area damage from zero, but it'd require replacing one of their armors on the display, and could/would also fuck gameplay...
- lightnessking.
- Nemesis
- Posts: 2050
- Joined: Fri Nov 27, 2009 9:27 pm
Re: Explosive damage @ effect
Than can you make a different unit, which looks like a bowman, but only used in scenario editor for area damage?Omega wrote:Add a way to make a trigger for it, you mean? No, sadly.lightnessking4you wrote:Isnt it possible to add it into the next patch ?
I could give Long Bows any area damage value other than their current one of zero, but that'd fuck gameplay a bit...
I could also allow you to upgrade the area damage from zero, but it'd require replacing one of their armors on the display, and could/would also fuck gameplay...
You cannot make another post so soon after your last.
- Omega
- Administrator
- Posts: 1807
- Joined: Fri Nov 07, 2008 3:56 pm
- Lobby Username: [-Ts-] Ωmega
- Location: Washington, DC / USA
- Contact:
Re: Explosive damage @ effect
I could probably do something similar to that...lightnessking4you wrote:Than can you make a different unit, which looks like a bowman, but only used in scenario editor for area damage?Omega wrote:Add a way to make a trigger for it, you mean? No, sadly.lightnessking4you wrote:Isnt it possible to add it into the next patch ?
I could give Long Bows any area damage value other than their current one of zero, but that'd fuck gameplay a bit...
I could also allow you to upgrade the area damage from zero, but it'd require replacing one of their armors on the display, and could/would also fuck gameplay...
Remind me when this semester is over, because I won't have time to do anything until then.
- lightnessking.
- Nemesis
- Posts: 2050
- Joined: Fri Nov 27, 2009 9:27 pm
Re: Explosive damage @ effect
allright will do
You cannot make another post so soon after your last.
Who is online
Users browsing this forum: No registered users and 10 guests