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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: flamethrower damage
Mpz
General Member
Since: Jul 10, 2006
Posts: 195
Last: Jun 30, 2008
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Level 4
Category: CoDUO Mapping
Posted: Monday, Jun. 25, 2007 02:55 pm
I'm trying to figure out how the flamethrower works and can't pin it down. To me it looks like it is based off explosions but I can't decide how it gets it's range or how the damage actually gets done.

Can anyone help me out here?
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Mpz
General Member
Since: Jul 10, 2006
Posts: 195
Last: Jun 30, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Jun. 26, 2007 10:20 pm
Still looking, I'm thinking it has to be scripted in somewhere but I can't find the file. Can anyone help me out here?
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djheps
General Member
Since: Oct 5, 2006
Posts: 52
Last: Oct 4, 2007
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Level 3
Category: CoDUO Mapping
Posted: Tuesday, Jun. 26, 2007 10:40 pm
I looked through the flamethrower file in the weapons\ directory and I think that the key:

explosionRadius

has something to do with that. Try tweaking the value from 256 to something like 1000 or so and see if that makes a difference
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Mpz
General Member
Since: Jul 10, 2006
Posts: 195
Last: Jun 30, 2008
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Level 4
Category: CoDUO Mapping
Posted: Wednesday, Jun. 27, 2007 01:38 am
Thanks for responding djheps

I have actually tried changing the weapon file itself. I tried to change the outer explosion damage much higher and it didn't change a dang thing. That's the reason I don't think it is the weapon file itself causing the damage but rather scripting somewhere.

Is there any way that the effect itself could be causing the damage?

If so how would I change it?

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ITOE_MC
General Member
Since: Sep 3, 2006
Posts: 342
Last: Nov 12, 2009
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Level 5
Category: CoDUO Mapping
Posted: Wednesday, Jun. 27, 2007 02:18 am
I found this comment in our server config file, which incorporates all the cvars from AWE 2.12:

// NOTE2: Flamethrowers damage cannot be reduced much but they can be made a little weaker by setting the dmgmod to 50% or lower.
// : And estimate would be that it reduces the flamethrowers to somewhere around 50-75% of the stock damage.
// : To make the flamethrower weaker than that you can use the awe_flamethrower_hitrate cvar (se below).

I'll trust Bell on this one. All you have to do to convert any gun into a flamethrower is to change the weaponType in the weapon file from "bullet" to "gas." There's a pile of fire fx in vCoD's pak5.pk3, but I couldn't tell you which apply to the flamethrower, if any. Just putzing through the rest of the .pk3's, I didn't see anything that would obviously pertain to the flamethrower, but I didn't know what I was looking for in the first place.

My guess is that there are several files that work together to produce the flamethrower's hell stream, but hell if I know what makes it all work.
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moviestar
General Member
Since: May 4, 2006
Posts: 86
Last: May 4, 2008
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Level 3
Category: CoDUO Mapping
Posted: Monday, Jul. 2, 2007 08:21 pm
Awe mods have a damage setting for the flamethrower to cvar set it to whatever you like.... might be worth checking out the scripting to see where they are doing it. (im too lazy :P)
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Monday, Jul. 2, 2007 09:48 pm
not unrelated - does anyone know if it's possible to assign the gas type to turret weapons, with or without added scripting? i could only get hmg and projectile working on them
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Tuesday, Jul. 3, 2007 08:43 am
if(sMeansOfDeath == "MOD_FLAME")
{
iDamage = 10;
}

thats a simply way of increasing damage by scripts, needs to go in the playerdamage part if a gametype script

gas type turrets... i dunno :O
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