Plugin Concept: Critical Hit Modifier?
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It’s not an FLHook plugin, but here it is. It adds “critical_hit = <percent>, <multiplier>” to [Explosion] sections (and so it won’t work with guns). It only works with hull hits, not shield. See criticalhit.cpp for installation.</multiplier></percent>
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Nice one again.
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OutCast wrote:
Don’t know what fuses have to do with this[shiparch]
……
fuse = some_fuse, 0, 9000
…[fuse]
name = some_fuse
lifetime = 0
……[ignite_fuse]
at_t = 0.000000, 100.000000
fuse = damage_fuse
……[fuse]
name = damage_fuse
lifetime = 0[damage_root]
at_t = 0.000000
damage_type = absolute(or relative)
hitpoints = 3000
……So we have 1% possibility that every hit after 9000 hitpoints will deliver extra damage. Dunno weather it works though…
Alternatively you can create a fuse for every hitpoint left(over 9000(the scouter says it’s over 9000!!!) fuses).
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Here’s a crazy one… not sure if the engine is capable though…
A “bullet time” like death animation for the recipient of set critical hit?
to play on client death clientside for MP obviosly& adding such a thing as a fuse would mean every death in the attached ship… Im just looking for a specific event here… so a .dll would be better.
Just my brain working overtime AdoXa… lol throwing stuff out there…
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The Crit Module is great, but in case guns do have explosive munitions, will it work regardless?
This gives me an idea for a special plugin that can be associated with criticalhit.dll. I’ll post the idea in a separate thread.
UPDATE: For now, when using criticalhit.dll, add the parameters for the following in weapon_equip.ini:
; For Missile Explosions, add this clause [Explosion] critical_hit = 10, 1.5 ; For Mines, add this clause [Explosion] critical_hit = 15, 1.5 ; For Torpedoes, add this clause [Explosion] critical_hit = 25, 1.5
You may tweak these values individually, afterwards. To improve ratio for higher end armaments, and/or tone down ratio for lower-class launchers. Either way, Corsairs are about to get dunked on!