Where are projectiles found?

Post » Thu Feb 25, 2010 6:59 pm

I'm looking for the location of the actual projectiles for missiles, specifically.

I've created the new ammo type but it seems effects, ect. are attached to the projectile not to the ammo type. Where can I find the projectiles fired so I can attach a special effect to it? For Example MissileProjectileHE or MissileProjectileHV?


In case it matters I've created a new ammo type, AmmoMissileHEAT, and I want to create a new projectile MissileProjectileHEAT to attach a hefty DT reduction and an incendiary effect to, to replicate the performance of a shaped-charge warhead utilizing an explosively-formed metal jet.
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Steven Hardman
 
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Post » Thu Feb 25, 2010 7:49 am

Effects->Projectiles
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Kieren Thomson
 
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Post » Thu Feb 25, 2010 7:56 pm

Effects->Projectiles



There is no top-level tree called effects, did you mean special effects or game effects?

Coincidentally I found the section on explosions that I was looking for in special effects, thanks.
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Cash n Class
 
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Post » Thu Feb 25, 2010 7:23 pm

...are you seriously asking for more detail?
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April
 
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Post » Thu Feb 25, 2010 11:54 am

...are you seriously asking for more detail?



No I was just letting you know that they're under special effects not game effects.
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Laura Richards
 
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Post » Thu Feb 25, 2010 11:33 am

How helpful of you.
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Matt Gammond
 
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Post » Thu Feb 25, 2010 7:24 am

How helpful of you.



There's no need to be rude, obviously you're quite a bit more experienced at this than I am, I know what I know and I can get around the GECK fairly easily but I'd never played with explosives up until this point.

Heck I'm still having trouble making sense of the numbers I'm seeing (as in why an explosion with a DAM of 35 is still showing a red shield when impacting a DT 15 deathclaw).

I appreciate the help but there's no need to be nasty about it.
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Grace Francis
 
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Post » Thu Feb 25, 2010 1:30 pm

Explosion damage falls off with the square of distance. Explosion distance is measured from the centre of the blast to the feet of the actor, so if it's got a small radius and you're hitting it in the body it will take very little damage.

Also, I'm going to be a jerk if you nitpick over trivial things like Game Effects and Special Effects :shrug:. The very slight ambiguity between two categories is not exactly a barrier to finding things, particularly not when one is Game Effects and is tiny.
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April D. F
 
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Post » Thu Feb 25, 2010 6:55 pm

Explosion damage falls off with the square of distance. Explosion distance is measured from the centre of the blast to the feet of the actor, so if it's got a small radius and you're hitting it in the body it will take very little damage.

Also, I'm going to be a jerk if you nitpick over trivial things like Game Effects and Special Effects :shrug:. The very slight ambiguity between two categories is not exactly a barrier to finding things, particularly not when one is Game Effects and is tiny.


Fair enough, the real reason I posted about it is in case someone else finds this post with the search function and has the same question I did they'll have the exact answer. I didn't mean to come off as rude.


And thanks, I think you just helped me find the reason that explosives are gimped so badly. I'm basically trying to make a mod that rebalances the game to make explosives viable as a combat option. Right now they don't have any option for high-DT high-health mobs like Deathclaws. I think I've found a way to get around that though by using the enchantment effects of the explosion. I thought it had to be a bug how little damage a 100-dam explosion did to a 15-DT mob, but it turns out it's just a poor calculation choice. It also explains why incendiaries were performing better than expected compared to base missiles: the 15-mag burn tick is constant throughout the effect radius even if the boom itself is negligible.
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Irmacuba
 
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