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Particle damage types: Difference between revisions

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When the PAR3 with DamageBlast or DamageChar interacts with the character, initial values of StunDamage and Knockback are multiplied by:
When the PAR3 with DamageBlast or DamageChar interacts with the character, initial values of StunDamage and Knockback are multiplied by:
:multiplier = (1 - "respective DamageType ONCC multiplier")
:multiplier = (1 - "respective DamageType ONCC multiplier")
This means leaving multiplier at 0.0 equals not using the multiplier at all.<BR>
This means leaving the multiplier at 0.0 equals not using the multiplier at all.<BR>
These multipliers can be used to differentiate reactions of characters (for example, heavy characters can suffer from less knockback than lighter ones).
These multipliers can be used to differentiate reactions of characters (for example, heavy characters can suffer from less knockback than lighter ones).


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Nothing special. Just deals damage, applies knockback on the target character and makes him play HitOverlay.
Nothing special. Just deals damage, applies knockback on the target character and makes him play HitOverlay.


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Makes the target character play Stun animation till the StunDamage variable decreases back to zero.<BR>
Makes the target character play Stun animation till the StunDamage variable decreases back to zero.<BR>
When hit again by the MinorStun while MinorStunned, the StunDamage variable is filled with the newly dealt StunDamage value and the character restarts the Stun animation.
When hit again by the MinorStun while MinorStunned, the StunDamage variable is filled with the newly dealt StunDamage value and the character restarts the Stun animation.
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Makes the target character play the first 30 frames of the Stagger/StaggerBehind animation (already decreasing the StunDamage variable), followed by looped Stun animation till the StunDamage variable decreases to zero.
Makes the target character play the first 30 frames of the Stagger/StaggerBehind animation (already decreasing the StunDamage variable), followed by looped Stun animation till the StunDamage variable decreases to zero.


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This poor DamageType was neglected even by Bungie developers, being fully used only for w4_psm weapon. But it looks pretty useful, especially when combined with DamageBlast's falloff feature.
This poor DamageType was neglected even by Bungie developers, being fully used only for w4_psm weapon. But it looks pretty useful, especially when combined with DamageBlast's falloff feature.


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When hit by the PAR3 with MinorKnockdown, the engine decided what to do based on the value stored in the Knockback sum variable at the moment of the impact (after the knockback of the impacting MinorKnockdown is counted in):
When hit by the PAR3 with MinorKnockdown, the engine decided what to do based on the value stored in the Knockback sum variable at the moment of the impact (after the knockback of the impacting MinorKnockdown is counted in):
* if the value is below 2.2, target character does not play any special animation.
* if the value is below 2.2, the target character does not play any special animation.
* if the value is equal or higher than 2.2 BUT lower than 4.1, then target character plays the first 22 frames of the Stagger/StaggerBehind. This Stagger status can stack if the target character is hit again by MinorKnockdown while still staggering and the Knockback sum variable is still within Stagger limits.
* if the value is equal or higher than 2.2 BUT lower than 4.1, then the target character plays the first 22 frames of the Stagger/StaggerBehind. This Stagger status can stack if the target character is hit again by MinorKnockdown while still staggering and the Knockback sum variable is still within Stagger limits.
* if the value is equal to or higher than 4.1, target character gets knockdowned.
* if the value is equal to or higher than 4.1, the target character gets knockdowned.




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Nothing interesting here. Simply applies Damage, Knockback and knocks down the target character.
Nothing interesting here. Simply applies Damage, Knockback and knocks down the target character.


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Nothing interesting here. Simply applies Damage, Knockback and "blownup" animation on the target character.
Nothing interesting here. Simply applies Damage, Knockback and "blownup" animation on the target character.


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Designed especially for MutantMuro's tractor particle attack.
Designed especially for MutantMuro's tractor particle attack.


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