New feature: anti-materiel ammo[message #331296]
||Sat, 15 March 2014 20:27 |
||New feature: anti-materiel ammo
What is the point of having anti-materiel rifles if they don't damage, well, stuff? :rifle: Fixed that. There is now a new property in AmmoTypes.xml:
set in the xml as 4. I switched the .50 BMG and 12.7x108mm ammo to this new type, as all guns using them are big-ass anti-materiel rifles.
#define AMMO_ANTIMATERIEL 0x00000004 //4 // this ammo is anti-materiel, bullets can destroy structures
If a gun fires ammo with this tag, it can destroy structures on the map. How much damage is done depends on the weapon's impact. Certain structures cannot be damaged by this, like specially reinforced walls etc.
It would be cool to have states between 'wall exists' and 'wall is atomized'. I do realize that 3 shots don't vaporize a wall, but that's the 'engine' we're stuck with. It also does not take that many shots to bring down a wall (if your gun can damage it in the first place), as structure hit points are... small.
Nevertheless, some people might now find other uses for those ridiculous rifles apart from weightlifting.
This was added to the trunk in r7069 and GameDir r1984.
Re: New feature: anti-materiel ammo[message #338719 is a reply to message #338706]
||Sun, 04 January 2015 08:47 |
Location: Lviv, Ukraine
||Thank you! Yes, I was asking just for that.
And what about making that ammo type not destroy stuff, but penetrate/ignore it with the minimal loss of accuracy and damage?
Re: New feature: anti-materiel ammo[message #350077 is a reply to message #338719]
||Thu, 15 June 2017 13:06 |
||I assigned <ammoflag>4</ammoflag> to a bullet type, but the feature doesn,t work. I assigned this type to 12.7x108. Build 1.13 7609. What is wrong?